| Post/Author/DateTime | Post |
|---|---|
| Yawbus_Bug07-30-05, 03:27 AM | I would like to hear your stories, variant rules, new spells, ideas or anything really cool (dark) about necromancy and necromancers. Please enlighten (darken) me I would really like to know |
| Torack07-30-05, 04:26 AM | Isn't that a bit generic? Anyway, my advice is to acquire the books: Libris Mortis and the Book of Vile Darkness and start reading. |
| BlaineTog07-30-05, 05:46 AM | Ok, I'm playing a Warlock in an Eberron Campaign, and we teleport out of a tight spot into an even tighter spot: we land at a House Orien city that's under seige by an army of ~200, complete with catapults and mages. After about an hour of out-of-game time of tinkering with various plans ranging from using some Wu Jen earth moving spells, fabricate, and a large number of ladders to burrough the thousand or so yards out to the catapults and cause them to tip over and break to forming an illusion spell around us as we fly over and knock them out one by one, we finally setteled on a plan: we used Veil to mask our party of 3 12th level characters and 8 or so 8th level mercenaries as members of the beseiging army to sidle up to one of the seige weapon camps under cover of darkness, get next to them, talk for a bit to get them comfortable, and kill them all. I then raise all the bodies as Skeletons and have them charge the next camp. We rush over after them, again veiled, arriving just as the next camp finished them off, claiming to have heard a racket. We kill this group instantly and do the same thing until we destroy all but the main camp, which wakes up the next morning to find half its forces slaughtered. Number of allies of ours lost: 0. We've used similar strategies since in smaller-scale encounters. Works like a charm. My warlock also likes tort-- ... interrogating people (without necessarily asking questions), so much so that I convinced my DM to give me an altered bag of tricks such that the animal must always be a cat or rat, dies after but one minute, and then leaves a body behind. I proceed to raise the body and command my tiny undead minion to start munching at the interrogatee's toes until he spills the beans. I also once severed a few toes off an interrogatee, animated them as zombie toes, and had a bit of fun freaking him out that way too. Here's that bag: Bag of Sadistic Tricks: This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If this ball isremoved and placed upon the ground, it turns into an animal, etiehr a cat or rat (the choice of the character who drew it from the bag). The animal serves the character who drew it from the bag for 1 minute (unless already slain by then), at which point it dies. it can follow any of the commands described in the Handle Animal skill, and it also dies at the character's command (its death can be either swift and painless or slowly, over the course of three rounds, and with anguish). Only one animal may be alove at a time. Up to ten animals can be drawn from the bag each week. Faint conjuration; CL 3rd; Craft Wondrous Item, summon nature's ally II; Price: 1,000 gp. |
| Enterik07-30-05, 10:01 AM | I would like to hear your stories, variant rules, new spells, ideas or anything really cool (dark) about necromancy and necromancers. Please enlighten (darken) me I would really like to know In one of my campaigns I have a Gnoll Cleric turned necromancer who is taking advantage of a zombiefying meteorite to sweep humans off both the highland and lowland plains. The Zombies are compelled to drag the living and the dead back to the meteorite where they are re-animated, the dead into basic meteoric zombies (mindless), the living into uber-zombies(intelligent, retaining class abilities and basically subject to a geas they do not resist). Then they return home and repeat the process, which is slow since they must shuffle their way back. So far, only outlying communities are effected, but that will slowly change as the characters finish off their current campaign. For now the encounters add a lot of flavor...high plains drifter zombies dragging corpses back to the meteorite, gnoll raiding graveyards, the ocasional uber-zombie with a sliver of the meteorite. Sooner or later that Gnoll is going to empty the cauldron (the 1/4 mile deep impact crater filled with a roiling zombie swarm) down the south side of the mountains and into a major human city, as this continues it will push humans into conflict with the woodland elves to the east as they flee the undeath and destruction. As you can see, there's a lot for the characters to do along the way, but they need to level up before they give it a go... |
| robertliguori07-30-05, 10:29 AM | My old favorite (which got much worse with the addition of LM): Get a skeletal horse. Hook him up to a wagon. Drop the horse on a road and order it to run until it hits a city. Congratulations: you've just revolutionized bulk transport in a fantasy universe. For the cost of a light horse, a wagon/cart, a little onyx, and a 1/day command undead item, you've created a transport that can move at approximately 24 mph all day and all night, forever. Tack on a few zombies with orders to attack anyone living interfering with the carriage, and some more at the destination city, and you're on your way to having a business. Moreover, some hefty donations to the local temples and civic areas tends to cut down on crusading annoyances. |
| SlvrDragon07-30-05, 11:36 AM | Book of Vile Darkness, Libris Mortis, and the Encyclopedia of Necromancy by Mongoose Publishing. My favorite sources for necromancy. |
| Ninja Squirrel07-30-05, 11:53 AM | One time the DM in an evil campaign allowed us to cast 9 level spells at level 1 but only necromactic spells and time stop. One of my friends got flicked off by a girl at a bar, so we time stopped the town, finger of deathed every man and woman, rose them, and put them in houses with children. Every time we did a spot check for the next 10 min. "A child is screaming in terror as he is being flayed alive by his undead mother" was the responce. We literally painted the town red. |
| Delvor07-30-05, 02:46 PM | In an evil campaign I was in one, person forgot it was an evil campaign and showed up with a lawful good paladin. The lizardfolk cleric killed him and his mount and raised both as intelligent zombies. This had happened while we were being attacked by a town filled with intelligent zombies that we thougth were normal people. My guy, a True Neutral insane elan was being attacked but he floated up into the air and blasted the zombies with fire. That was a fun day... |
| BlaineTog07-30-05, 03:23 PM | One time the DM in an evil campaign allowed us to cast 9 level spells at level 1 but only necromactic spells and time stop. One of my friends got flicked off by a girl at a bar, so we time stopped the town, finger of deathed every man and woman, rose them, and put them in houses with children. Every time we did a spot check for the next 10 min. "A child is screaming in terror as he is being flayed alive by his undead mother" was the responce. We literally painted the town red.Doesn't work. You can't effect anyone while under the effects of Time Stop. |
| Yawbus_Bug08-09-05, 03:11 AM | i know there is more evil people out there I want to here ALL about it. stories. variant rules, feats, AND SPELLS oww yes Spells. for a note... the book of vile darkness was a big tess, and book of undead :rolleyes: not as good as BoV |
| slade_caizer08-09-05, 03:47 AM | The variant rule would be the one the DM I alternate with uses when I sometimes play a Warlock. He lets them qualify for most arcane PrCs, provided I can meet feat/skill/special requirements. If there's an invocation that functions as a required spell, I've gotta take it. Other than that it's required I match the level a Sorcerer would need to get into the same class (I can't do Wizard-only stuff with a Warlock. Even if I can use spell-likes that work exactly like necessary spells, the fact remains I don't prepare spells.) Ok, having prefaced with that little house rule I'll bring up the LE Changeling Monk2/Warlock4/Ur-Priest2/MysticTheurge8. Let us just say that an exchange with an "honest" merchant didn't go so well. In fact he believed he would rather have our gear added to his wares. I must admit he was smart and drugged the Cleric that was with me (the character couldn't refuse free booze). After almost getting a crossbow bolt in the back of my head as I was dragging my buddy out, I removed poison on the Cleric (though human shield occurred to me as well). Next we covered the shop in an Eldritch Cone, Flame Strike, and a Wall of Perilous Flame--the hired muscle didn't manage to do a thing except miss the Cleric with one more crossbow bolt. Once my comrade quenched the flames I decided to converse with the poor guy in his last moments. I decided it'd be fun to take the deed to his shop and fix it up later (most of his merchandise was in a back room we'd managed to preserve). As he was on his way out, he muttered something about his daughter getting caught in the crossfire. I told him that was an unfortunate accident and proceeded to offer resurrecting her... I was getting strange looks from the entire group. At least I was until I asked if the merchant could make a high enough spellcraft check to know I was casting Animate Dead. I explained the sluggishness casually as a sort of slowness to wake. He was in a hurry to leave so he didn't say another word. The Cleric wondered why I was silently counting to five with my fingers until I stuck my head out the door and shouted the simple command "EAT!" About a second and a half passed before I heard screaming. The better part was that the town guard showed up to put down the zombie--only after the merchant was dead did the little girl get finished off. The Cleric and I calmly walked by. As we did so, I asked him in an elevated tone "Did you still want to go back and have that stew? Man, I'm hungry!" One of the guards promptly vomited. And for some strange reason no one in the party ever questioned any suggestions I gave from then on. Gods I loved the look on the DM's face. :cool: [Edit: It is blasphemy to say that ANYTHING is greater than Libris Mortis! Infidel, a team of trained zombie squirrel ninjas will arrive at your household in the next couple of days. Upon their arrival you shall receive a nice t-shirt and a complementary facestabbing. Thereafter you shall be devoured slowly, because I understand homicide is hungry work. Also, a fun spell I'd mention was a modification of the Psion power Fuse Flesh. The DM was also impressed with a small combination I put to use in lue of a battle to come. I had several statues and sculptures brought out and broken down, whereafter I used repeated doses of Stone to Flesh. Once the masses had settled I proceeded to variant Awaken spell (well there is one for undead after all, why not other things). A small squad of flesh oozes does wonders for demoralization and nausea.] |
| Glorified_Suffering08-09-05, 04:37 AM | Is there a Necromancy prestige class? Or basic class for that matter? |
| Nazzareth08-09-05, 05:22 AM | The mount spell is a favorite for my necromancer when low on HPs, cast mount then vamp touch it. Keep away from the party's ranger and druid. |
| VerinBlod08-09-05, 05:46 AM | Is there a Necromancy prestige class? Or basic class for that matter? The true necromancer PrC from Libris Mortis is what you're looking for. Combines divine and arcane casting with some nice necro abillities. |
| Glorified_Suffering08-10-05, 12:11 AM | The true necromancer PrC from Libris Mortis is what you're looking for. Combines divine and arcane casting with some nice necro abillities. could you perhaps touch upon some of the special abilities the class gets? |
| slade_caizer08-10-05, 01:37 AM | could you perhaps touch upon some of the special abilities the class gets? In 14 levels you get 10 caster levels of your divine casting class and 10 of your arcane. You also gain certain necromancy spells as spell-like abilities a set number of times per day. You're also given a boost to your caster level whenever you cast a necromancy spell. The last feature that comes to mind right now would be an aura effect that bolsters undead friendly to you. A couple of other classes I would point out are Master of Shrouds (a divine caster focused on summoning rather than animating dead; most summoned are incorporeal) and the Pale Master (exclusively an arcane PrC that gives you 9/10 caster level progression, a skeletal arm graft, and various undead qualities; this is more nearly a progressive transformation into something undead-like than a class for an undead commander). The newest class brought to my attention would be the Bone Knight. The most rediculous thing I found about it was that a 4th level Paladin can enter it (even the sample character was Paladin4/BoneKnightX). It offers 9/10 divine caster progression, nice support abilities, armor/weapon crafting boosts, minor control/creation of undead, and a restoration of some lost paladin features. Some might not consider it optimal due to a 3/4 BAB and only a good Fort save, but I think it's got potential. |
| wi1dfire_b1ue08-10-05, 02:24 AM | I once had a Necromancer using the skeleton minion variant out of Unearthed Arcana. She was very big on fear spells, I even wrote a variant of finger of death that operated as a fear spell (called Primal Terror). I can't find the spell now, but I'm sure it's written down somewhere in my notes. It was essentially the same spell, except that it also left survivors shaken, and was of course subject to all modifiers of fear spells, such as bless, aura of courage, etc.. Yeuri, her skeletal minion, was fun to play as well. |
| Glorified_Suffering08-10-05, 04:17 AM | In 14 levels you get 10 caster levels of your divine casting class and 10 of your arcane. You also gain certain necromancy spells as spell-like abilities a set number of times per day. You're also given a boost to your caster level whenever you cast a necromancy spell. The last feature that comes to mind right now would be an aura effect that bolsters undead friendly to you. A couple of other classes I would point out are Master of Shrouds (a divine caster focused on summoning rather than animating dead; most summoned are incorporeal) and the Pale Master (exclusively an arcane PrC that gives you 9/10 caster level progression, a skeletal arm graft, and various undead qualities; this is more nearly a progressive transformation into something undead-like than a class for an undead commander). The newest class brought to my attention would be the Bone Knight. The most rediculous thing I found about it was that a 4th level Paladin can enter it (even the sample character was Paladin4/BoneKnightX). It offers 9/10 divine caster progression, nice support abilities, armor/weapon crafting boosts, minor control/creation of undead, and a restoration of some lost paladin features. Some might not consider it optimal due to a 3/4 BAB and only a good Fort save, but I think it's got potential. Much obliged. |
| Yawbus_Bug08-21-05, 06:21 PM | the book you suggest to get I have . I'm looking for homemade classes, spells, feats, magical items that would be necromantic or evil decrepters and if you wish to share an evil story with me be my guest :D |
| Kolo08-21-05, 06:38 PM | My favorite Evil thing ever was using a lich's paralyzing touch... and leave them alive. sometimes for days. If he wasn't in the mood for that, he'd proceed to use their paralyzed and helpless state to divine the secrets of life through his craft (corpses) skill and imbue them as servant when he was done. Pretty good for a halfling... :D Also some other favorites; create some incorporeal undead and have them hide inside some of your possessions. When ghosts come jumping out of your cloak, boots and weapons to devour your enemies, people take notice. Another fave; Necrotic Cyst from Libris Mortis. Let me tell ya, killing an enemy by exploding the cancer in their necks and have the cancerous thing come alive and attack his friends, with limbs still dangling off... there's no finer feeling. |
| Golem197208-21-05, 07:58 PM | I've got to agree, necrotic cysts are great. Mother Cyst has got to be the feat with the greatest potential for evil abuse. Any time my Necromancer was in town he'd bone up on the cyst spells, and start seeding the town. Since he's very liberal with the healing/curing spells and has a good bluff/diplomacy check no one resists when it's time to make there save against the necrotic cyst spell (not that anyone really had a chance against his DC's anyways). By the time we got into mid levels, he pretty much had entire towns seeded - people, livestock, and even pets. That seems pretty evil to me. Add in a bunch of corpse crafter feats and those cysts are pretty tough. |
| Rhadamanthus08-21-05, 08:16 PM | I remember very fondly: In my very first DnD campaign, I was a low-level sorcerer that came accross a magical whistle that could make zombies (later reprinted as the Night Caller in Libris Mortis). Since my character was CE and quite insane (first campaign, remember) he took an opportunity to raise some zombified minions. Because of an error by the DM, I was able to raise 5 zombies. My character named them Floyd, Lloyd, Royd, Boyd, and Mellostophanes (no relation to Mephistopheles). The zombies acted as a meat sheild for both himself and the party wizard, and lasted surprisingly a long time until three of them were dissolved by a black dragon's breath weapon. The campaign ended the session after that, so Royd and Boyd faded into obscurity. Not surprisingly, the DM made up an ending for our characters' story arc that involved my undead-obsessed sorcerer ruling over a city of the dead. Just goes to show... |
| LarsenSan08-21-05, 08:18 PM | Just a question: have anyone played with a good necromancer? |
| Rhadamanthus08-21-05, 08:21 PM | Just a question: have anyone played with a good necromancer? Not me, but someone else was just talking about their CG Necro on the Magic and Spells board. |
| Kolo08-21-05, 08:34 PM | Just a question: have anyone played with a good necromancer? Twice. One of them was multiclassed as a cleric of St. Cuthbert, interestingly enough, but that was due to a hammer to the head and a feeblemind spell effect. Unfortunately, enervating people isn't as much fun when you're doing for a greater good. It takes the whole "I sap your strength, puny mortals!" feel away from the proceedings. So anyone with undue fondness for necromancy in my games is either neutral (and just doesn't care what methods are used as long as it works, good or evil) or just plain old evil (muhahaha! I sap your strength AND animate your cooling corpses, you puny mortals! :evillaugh ). |
| bossloki08-22-05, 01:30 AM | I posted these a while back and got mixed opinions on it, but these are spells I developed for an aasimar Necromancer/Pale Master I played a while back. He liked skeletons but hated zombies (always dropping smelly pieces of themselves). Bone Clean Transmutation Level: Clr 1, Sor/Wiz 1 Components: V, S Casting Time: Standard action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: None This spell pulls the skeleton from a dead body (will not work on the living or undead). The bones seperate and come out ot the body by the most convenient route(they won't rip through anything worn). After the bones exit the body they reform into the intact skeleton and are free from any debris and soft tissue (just as if they had been washed and polished). The skeleton is a normal unanimated skeleton in all ways. The caster may then do with the bones as he/she wishes. Bone Shape Transmutation Level: Wiz/Sor 2 As woodshape/stoneshape in all respects save it applies to unliving (and unanimated) bone. Enhance the Animated Necromancy Level: Blk 4, Clr 3, Wiz/Sor 4 Components: Remains from Undead the caster has personally animated or created. Casting time: 10 rounds Range: Short Duration: Instantaneous Saving throw: Will negates The caster can choose one of the following effects to bestow upon a non-intelligent undead creature that he has personally animated. 1) Maximum hit points. 2) +1 Strength per every five caster levels with +4 maximum. 3) +1 Dexterity per every five caster levels with +4 maximum. 4) Restore a single extraordinary, spell-like, or supernatural ability that was possessed by the base creature. 5) Increase the undeads speed by 5 feet per every five caster levels. Only one effect may be chosen, and this spell may only affect a given undead once. Enhance the Undead Necromancy Level: Clr 5, Wiz/Sor 6 Components: Remains from Undead the caster has personally animated or created. Casting time: 10 rounds Range: Short Duration: Instantaneous Saving throw: Harmless The caster can choose one of the following effects to bestow upon any willing undead creature. 1) Maximum hit points. 2) +1 Strength per every five caster levels with +4 maximum. 3) +1 Dexterity per every five caster levels with +4 maximum. 4) Restore a single extraordinary, spell-like, or supernatural ability that was possessed by the base creature. 5) Increase the undeads speed by 5 feet per every five caster levels. Only one effect may be chosen, and this spell may only affect a given undead once. Seal Undead Necromancy Level: Clr 4, Drd 5, Pal 3, Wiz/Sor 4 Components: Remains from Undead the caster has personally animated or created. Casting time: 1 round Range: Touch Duration: Instantaneous Saving throw: Will negates This spell seals the negative energy inherent to an undead creature and prevents it from leaking out. This keeps the undead from having a negative impact on the environment around it. Plants and soil remain as healthy as if the undead creature was not there and animals do not shun it. More importantly this prevents the undead creating any kind of spawn. Skeletal Merge Necromancy Level: Wiz/Sor 5 Components: V, S, M, F Casting Time: 1 minute Range: Touch Effect: One HD of Skeletons/level Duration: Instantaneous Saving throw: None Spell Resistance: No This spell allows the caster to three merge smaller non-intelligent skeletons into a single larger skeleton. The skeletons to be effected by this spell must be under the command of the caster and must have the the same general form (I.E. bipedel, finned, quadripedal, etc...) or else the spell fizzles and the caster loses the spell. The caster can touch and effect one HD of skeletons per level to be merged, which then join, mold, and reshape into a single larger and much more powerful version. The new skeleton has the combined HD of the skeletons used to create it and is one size larger (Three tiny skeletons merge into a single small skeleton, 3 medium skeletons merge into a single large skeleton, etc...). Optionally the caster may join four non-intelligent skeletons of the same size into a golem like creature of the same size(picture an armored warrior or a stone golem with a hollow interior). The new skeleton has the combined HD of the skeletons used to create it. The caster may create doors and compartments with a successful craft(sculpture) check (DC 12). The skeletons to be effected by this spell must be under the command of the caster and must have the the same general form (I.E. bipedel, finned, quadripedal, etc...) or else the spell fizzles and the caster loses the spell. All feats, skills, and special abilities of the individual skeletons are possessed by the finished creation. The finished creation possesses the highest ability scores and movement rates of the constituent skeletons. Material Component: 300gp of black opals and 300gp of silver dust. |
| Secrets Untold08-22-05, 09:11 AM | Correct me if i'm wrong, but i belive that Caput Mortanum is Latin for "Headless " or something like that. If I'm wrong, let me know so i change it. Caput Mortanum Wiz 5/Assassian 4 Necromancy [evil] Range: 5 feet/level Duration: 1 hour/level OR until dispelled Effect: Target slashing weapon functions as a Vorpal and Keen weapon. Any being slain by the weapon has their head raised as a Varguille that has its own free will and will not listen to caster. Material Component: An image of a skull and a bottle of polish Caput Wiz/sorc3 Necromancy [evil] Range: 20 ft/level Duration: Instant Effect: beheads target (will save allowed) Material component: an image of a skull Greater Caput Wiz/sorc 6 Range: 20ft per level you send out a 25 ft. wide wave of energy that beheads anyone in its path. Materail component: Skull with black pearl inlays once you can cast 3rd level spells its really fun to point at people and watch their heads come off. |
| Yawbus_Bug08-22-05, 12:53 PM | thanks for those goody spells, and the necrotic idea keep them coming thanks YB |
| Secrets Untold09-08-05, 06:06 PM | :bump: NECROMANCY IS THE BEST!!!! I WILL NOT LET THIS TREAD DIE!!! Middle of a campain with a assasian5/rouge5 and a necromancer 10. It involves a magic lizard that wants us to kill some succubi. I havent gotten a chance to work with a zombifacation yet. |
| Rhomphaia09-08-05, 06:43 PM | I have been attempting to come up with feats and variants for a while to try to make the 'Book of Mild Darkness' a little darker. One feat I came up with pertains to necromancy, but does not have to deal specifically with necromancers. Here it is. NECROPHILE (Vile) Your knowledge of the human(oid) body and love for inflicting pain, in addition to your fascination and love of death, have enabled you to discover a ritual in where you can make an undead servant through the tortorous death of a fellow sentient. Prerequisites: Evil alignment, Heal 4 ranks, at least one level in a spellcasting class. Benefit: Through use of a ritual that takes one hour per hit dice of the subject, you torture the subject to death. One day later the subject arises as a zombie of the appropriate size (apply the zombie template to it). The ritual requires uninterrupted attention and meditation over the dead body once they are dead. You may only have one such zombie at any given time, plus this zombie cannot have more hit dice than you have. I am also working on a variant rule where specialist (necromancer) wizards can summon various types of undead with the Summon Monster spells instead of the creatures normally described. |
| Jagyr Ebonwood09-08-05, 07:08 PM | Correct me if i'm wrong, but i belive that Caput Mortanum is Latin for "Headless " or something like that. If I'm wrong, let me know so i change it. Caput Mortanum Wiz 5/Assassian 4 Necromancy [evil] Range: 5 feet/level Duration: 1 hour/level OR until dispelled Effect: Target slashing weapon functions as a Vorpal and Keen weapon. Any being slain by the weapon has their head raised as a Varguille that has its own free will and will not listen to caster. Material Component: An image of a skull and a bottle of polish Caput Wiz/sorc3 Necromancy [evil] Range: 20 ft/level Duration: Instant Effect: beheads target (will save allowed) Material component: an image of a skull Greater Caput Wiz/sorc 6 Range: 20ft per level you send out a 25 ft. wide wave of energy that beheads anyone in its path. Materail component: Skull with black pearl inlays once you can cast 3rd level spells its really fun to point at people and watch their heads come off. Very overpowered. VERY. :uh-huh: |
| Rechan09-08-05, 09:08 PM | I find Mongoose Publishing's Necromancy book is awesome. Very good spells and ideas. As for stories... My PCs were dealing with a cult of clerics worshipping the Goddess of Pain and Disease, who were trying to prepare for the avatar of the goddess to appear. They were using a necromancer to send undead rats and snakes wiggling through the market, spreading disease, in addition to creating undead soldiers for the upcoming assault. The PCs breached his manor. In his basement, a prepared skeleton released three carrion crawlers held in cells - the crawlers TPKOed the party, but the skeletons reined in the crawlers. While two PCs were dragged away and held watch by a skeleton, the other two escaped their cell and rescued the other two. The PCs then delt with a cleric and some skeletons with Fire Trap cast on their mouth playing kamakazi. Then they progressed to meet a unique Necromancer - he was doing a favor for the Cult; he'd much rather be on a beach somewhere studying. He offered to leave the party alone if they left him alone - he had no spite for them. THe fight went down, and he was wasted by a phantasmal killer in the third round. Then, as the PCs went up the stairs (He was on a balcony in the main foyer), dozens of mice skeletons leaped from little grooves in the stairways and dived under the PCs feet. Each mouse skeleton had a caltrop strapped to them, and each caltrop was poisoned. |
| Kyobusa_Glabados09-09-05, 12:01 AM | I play a true necromancer who has a nifty special ability (note: our characters have special abilities due to a pact with an uber-demon). My necromancer's spells lose their elemental traits and are replaced with negative energy (i.e. Fireball deals negative energy damage instead of fire damage). He also has the Tomb-Tainted Soul feat from Libris Mortis and the Sudden Maximize feat from Complete Arcane so he can heal himself with his spells. I just love getting surrounded by enemies before dealing an automatic 60 points of damage with Negaball (as I have dubbed my Fireball) centered on me while healing myself. |
| Always-Late09-09-05, 12:38 AM | Correct me if i'm wrong, but i belive that Caput Mortanum is Latin for "Headless " or something like that. If I'm wrong, let me know so i change it. <snip> Wow. That's like Magic Weapon +6, Disintegrate, and Mass Disintegrate. Ehh. I find undead "creepy." Somebody's head exploding and then going after someone else is just... Bleh. |
| evilsheep09-09-05, 11:10 AM | ive had a true necromancer (libris mortis) in a campain before. i had a thing for killing bums so i would get loads of money by singlehandedly ridding a town of all bums. also i found to get NPCs to obey you try threatening something dear to them. ive threatened a 4 yr old child to get her mother to do my bidding as well as threatend a puppy to make the owner obey. i also took the undead leadership feat which can be really fun depending on wut you take. i had a ghast monk as my cohort and eventually had a slaymate to pump up my metamagic. you also have to do random acts of torture/arson/fun. for example kidnap a mother bind her and the rest of her family, then procede to light her family on fire after you cut out her eyelids to prevent blinking. then rez and repeat. |
| Prak, the Mad09-09-05, 04:53 PM | my favorite thing to do with a liberal DM is Gest. Wiz(nec)/Clr5//True Necromancer/Mystic theurge5, take the evil domain, you can cast necromancy spells as a 28th level caster, and evil necromancy spells as a 29th level caster. then you take the spell animate undead legion from Dragon #309, and animate 18125 HD of skeletons or zombies. this only works in games where the DM is out of their skull. |
| Sirot09-09-05, 05:40 PM | I am currently working on a project called Necrophobia (expansion to Libris Mortis) that should be done by the end of the month. It will have prestige classes, monster classes (Brain in a Jar and Bodak, bodak subject to change!), monsters, feats and spells ongoing with the theme for Libris Mortis. Keep an eye out for me =) |
| MythMage09-09-05, 06:10 PM | I think that it's deeply stupid that all cool necromancy is Evil or treated as such. Where is it ever said that necromancy or negative energy is Evil? Nowhere! In fact, the PHB specifically states that positive and negative energy have no alignment affiliations at all. So, it should come as no surprise to you that my favorite necromancers are Good. Unfortunately, my players hate playing necros, so I have been stuck using such characters as NPCs. I never get to play as a PC. |
| tarrasquelord09-09-05, 06:20 PM | I love to make evil things happen and I have a couple neat (in my opinion) stories. The first is something that I never thought would happen and makes me love the spell Clutch of Orcus. In my D&D group there is the one guy who is as lucky as all get out. He's only rolled below a 5 maybe 3 times. One time the necromancer character I had at the time (an extreme egotist who thought he controlled the party) ordered his paladin to kill the captives we had cleanly and quickly so he could animate them. The paladin said no and my necromancer literally went "You dare to defy me dog of the gods!" and cast a quickened Clutch of Orcus on him. The paladin had to have been unlucky because he failed the saves it would take to keep him alive. After the paladin's smoking heart appeared in my necromancers hand the other characters just stared and left the necromancer in the next town during the night while he was sleeping. The second involves my most confusing and oddest NPC I've ever made. A kobold Soul eater that doubled as a lycanthropic T-Rex (He was permeatly made Large sized with wish spells.). The first time the came across him he was fixinging a teleporter in an interdimensional dungeon. The group spared him (without even fighting him.) and continued on to kill the council of Ethergaunts inside of the dungeon. Without bothering to rest they passed by the kobold on their way out and told him that his beloved masters were dead. During the next several days they wondered why party members would vanish every other day and they would find the dried up bodies crucified on the ground. Last is an encounter that killed one of my characters in someone elses campaign. A twisted flesh grafter/necromancer would trick people into accepting grafts from her then kill them and raise them as demented (and oddly powerful) zombies. Seeing a child zombie with a demon's muscaler arm, a pair of bat wings, and a third eye in the middle of its forehead is not an expierence I want to remember. |