The Necromancer
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
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The Necromancer
I've copied this over from the Specialist Wizards thread for easier access.
THE NECROMANCER (Intelligence)
The necromancer or death master is a subclass of magic-user that, like the illusionist, specializes in a particular school of magic. As practitioners of necromancy, death masters tend to be evil, though they may initially be of any alignment. Ultimately, however, he will be of an evil alignment, although his early alignment might even be lawful good. The necromancer will change alignment, moving one step closer to evil (if he isnt there already) upon the gaining of every four levels of experience. Thus, a death master who starts out as lawful good will turn lawful neutral upon attaining 5th level and lawful evil at 9th level.
In any event, a death master will be evil by the time he reaches 9th level, and in most cases the switch will not take that long. In this downward spiral, no magic, not even a wish, can move the death masters alignment in the direction away from evil.
LEVEL & SPELL PROGRESSION
Necromancer's use the Illusionist class's experience and spell progression charts
Prime Requisite: Intelligence
Hit Die: d4
Alignment: Any (see class description)
Weapons: Club, dagger, dart, quarterstaff, sickle & scythe
Armor: None*
Abilities: Necromancer spells, resistance to enchantment/charm, command undead
* a necromancer may not cast spells in armor.
Necromancers shun armor of all types but may use rings, cloaks and jewelry of protection, including bracers of defense. Otherwise, they may employ all items useable by wizards, except those items that store spells not featured on the necromancer spell list. They can only use arcane scrolls that have spell from their spell list scribed upon them or those that control or protect from the undead.
Necromancer Spells: A necromancer casts arcane spells much like a magic-user but, due to the specialized and inherently different nature of death magic, have their own spell list. Each necromancer can cast a limited number of spells from each spell level per day. The table below lists the number of spells per day a necromancer may cast of each spell level. For example, a 5th level necromancer can cast six 0-level, five 1st level, three 2nd level spells and one 3rd level spell.
A necromancer must prepare spells before casting them by studying from a spellbook. They may only scribe necromancer spells into their spellbooks. While studying, the necromancer decides which spells to prepare. Spell memorization and descriptions are covered in greater detail in the Magic section of THE PLAYERS HANDBOOK. Necromancers gain bonus spells for high intelligence scores just as a magic-user or illusionist does.
Resistance to Enchantment/Charm: At 1st level, necromancers gain a +1 bonus to saving throws to resist all enchantment/charm spells and effects. At levels 5, 10, 15 and 20 this bonus increases by an additional point, to a maximum of +5 at level 20.
Command Undead (Wisdom): At 3rd level, the necromancer gains the ability to effect undead as an evil cleric of 1st level. When making a wisdom check to command undead, a necromancer adds his turning level to the roll, not the characters actual level. This ability improves with each level, so a 5th level necromancer turns or commands undead like a 3rd level cleric.
Spellbook: The number of spells that a necromancer has in their spellbook at the beginning of play is equal to the number of spells they can cast at first level plus read magic. For example, a 1st level necromancer with a 14 intelligence can cast four 0-level spells and three 1st level spells (2+1 bonus). So, the character would begin play with a spellbook containing five 0-level and three 1st level spells plus read magic. The spells in the spellbook are chosen by player and should be approved by the Dungeon Master.
Starting Funds: Necromancers begin play with 10-100 gold pieces with which to purchase their initial equipment.
NECROMANCER SPELLS (Magic-Users)
0-Level
Audible Glamer
Cause Minor Wounds
Dancing Lights
Detect Magic
Detect Poison
Read Magic
Wizard Mark
Write
1st Level
Alarm
Armor
Cause Fear
Comprehend Languages
Detect Evil/Good
Detect Undead
Erase
Feather Fall
Find Familiar
Identify
Invisibillity to Undead
Nystul's Magic Aura
Protection from Good
Obscurement
Shield
Sleep
Unseen Servant
2nd Level
Blur
Cause Blindness/Deafness
Continual Darkess
Darkness 15' Radius
Darkvision
ESP
Feign Death
Fog Cloud
Invisibility
Knock
Know Alignment
Magic Mouth
Misdirection
Pyrotechnics
Ray of Enfeeblement
Scare
Speak with Dead
Wizard Lock
3rd Level
Animate Dead
Arcane Sight
Clairaudience/Clairvoyance
Deep Sleeper
Dispel Magic
Fear
Hold Person
Gaseous Form
Invisibility 10' Radius
Nondetection
Phantom Steed
Protection from Good 10' Radius
Stinking Cloud
Tongues
4th Level
Curse
Detect Scrying
Dimensional Anchor
Negative Plane Protection
Neutralize Poison
Poison
Remove Curse
Scrying
Shadow Conjuration
Solid Fog
Wall of Ice
Wizard Eye
5th Level
Cloudkill
Cone of Cold
Dismissal
Hold Monster
Magic Jar
Nightmare
Permanency
Slay Living
Symbol of Pain
Symbol of Sleep
Teleport
True Seeing
6th Level
Antilife Shell
Death Spell
Enchant an Item
Geas/Quest
Globe of Invulnerability
Improved Dispel Magic
Legend Lore
Move Earth
Planar Binding
Shadow Walk
Summon Shadow
Symbol of Fear
7th Level
Banishment
Ethereal Jaunt
Finger of Death
Improved Scrying
Improved Shadow Conjuration
Insanity
Limited Wish
Plane Shift
Power Word Blind
Symbol of Stunning
Symbol of Weakness
Teleport without Error
8th Level
Clone
Destruction
Dimensional Lock
Discern Location
Improved Planar Binding
Mind Blank
Power Word Stun
Serten's Spell Immunity
Symbol of Death
Symbol of Insanity
Temporal Stasis
Trap of Soul
9th Level
Astral Spell
Energy Drain
Etherealness
Gate
Power Word Kill
Soul Bind
Time Stop
Wish/Alter Reality
Note that some of these spells do not appear in C&C. They are listed in my alternate player's handbook listed here
THE NECROMANCER (Intelligence)
The necromancer or death master is a subclass of magic-user that, like the illusionist, specializes in a particular school of magic. As practitioners of necromancy, death masters tend to be evil, though they may initially be of any alignment. Ultimately, however, he will be of an evil alignment, although his early alignment might even be lawful good. The necromancer will change alignment, moving one step closer to evil (if he isnt there already) upon the gaining of every four levels of experience. Thus, a death master who starts out as lawful good will turn lawful neutral upon attaining 5th level and lawful evil at 9th level.
In any event, a death master will be evil by the time he reaches 9th level, and in most cases the switch will not take that long. In this downward spiral, no magic, not even a wish, can move the death masters alignment in the direction away from evil.
LEVEL & SPELL PROGRESSION
Necromancer's use the Illusionist class's experience and spell progression charts
Prime Requisite: Intelligence
Hit Die: d4
Alignment: Any (see class description)
Weapons: Club, dagger, dart, quarterstaff, sickle & scythe
Armor: None*
Abilities: Necromancer spells, resistance to enchantment/charm, command undead
* a necromancer may not cast spells in armor.
Necromancers shun armor of all types but may use rings, cloaks and jewelry of protection, including bracers of defense. Otherwise, they may employ all items useable by wizards, except those items that store spells not featured on the necromancer spell list. They can only use arcane scrolls that have spell from their spell list scribed upon them or those that control or protect from the undead.
Necromancer Spells: A necromancer casts arcane spells much like a magic-user but, due to the specialized and inherently different nature of death magic, have their own spell list. Each necromancer can cast a limited number of spells from each spell level per day. The table below lists the number of spells per day a necromancer may cast of each spell level. For example, a 5th level necromancer can cast six 0-level, five 1st level, three 2nd level spells and one 3rd level spell.
A necromancer must prepare spells before casting them by studying from a spellbook. They may only scribe necromancer spells into their spellbooks. While studying, the necromancer decides which spells to prepare. Spell memorization and descriptions are covered in greater detail in the Magic section of THE PLAYERS HANDBOOK. Necromancers gain bonus spells for high intelligence scores just as a magic-user or illusionist does.
Resistance to Enchantment/Charm: At 1st level, necromancers gain a +1 bonus to saving throws to resist all enchantment/charm spells and effects. At levels 5, 10, 15 and 20 this bonus increases by an additional point, to a maximum of +5 at level 20.
Command Undead (Wisdom): At 3rd level, the necromancer gains the ability to effect undead as an evil cleric of 1st level. When making a wisdom check to command undead, a necromancer adds his turning level to the roll, not the characters actual level. This ability improves with each level, so a 5th level necromancer turns or commands undead like a 3rd level cleric.
Spellbook: The number of spells that a necromancer has in their spellbook at the beginning of play is equal to the number of spells they can cast at first level plus read magic. For example, a 1st level necromancer with a 14 intelligence can cast four 0-level spells and three 1st level spells (2+1 bonus). So, the character would begin play with a spellbook containing five 0-level and three 1st level spells plus read magic. The spells in the spellbook are chosen by player and should be approved by the Dungeon Master.
Starting Funds: Necromancers begin play with 10-100 gold pieces with which to purchase their initial equipment.
NECROMANCER SPELLS (Magic-Users)
0-Level
Audible Glamer
Cause Minor Wounds
Dancing Lights
Detect Magic
Detect Poison
Read Magic
Wizard Mark
Write
1st Level
Alarm
Armor
Cause Fear
Comprehend Languages
Detect Evil/Good
Detect Undead
Erase
Feather Fall
Find Familiar
Identify
Invisibillity to Undead
Nystul's Magic Aura
Protection from Good
Obscurement
Shield
Sleep
Unseen Servant
2nd Level
Blur
Cause Blindness/Deafness
Continual Darkess
Darkness 15' Radius
Darkvision
ESP
Feign Death
Fog Cloud
Invisibility
Knock
Know Alignment
Magic Mouth
Misdirection
Pyrotechnics
Ray of Enfeeblement
Scare
Speak with Dead
Wizard Lock
3rd Level
Animate Dead
Arcane Sight
Clairaudience/Clairvoyance
Deep Sleeper
Dispel Magic
Fear
Hold Person
Gaseous Form
Invisibility 10' Radius
Nondetection
Phantom Steed
Protection from Good 10' Radius
Stinking Cloud
Tongues
4th Level
Curse
Detect Scrying
Dimensional Anchor
Negative Plane Protection
Neutralize Poison
Poison
Remove Curse
Scrying
Shadow Conjuration
Solid Fog
Wall of Ice
Wizard Eye
5th Level
Cloudkill
Cone of Cold
Dismissal
Hold Monster
Magic Jar
Nightmare
Permanency
Slay Living
Symbol of Pain
Symbol of Sleep
Teleport
True Seeing
6th Level
Antilife Shell
Death Spell
Enchant an Item
Geas/Quest
Globe of Invulnerability
Improved Dispel Magic
Legend Lore
Move Earth
Planar Binding
Shadow Walk
Summon Shadow
Symbol of Fear
7th Level
Banishment
Ethereal Jaunt
Finger of Death
Improved Scrying
Improved Shadow Conjuration
Insanity
Limited Wish
Plane Shift
Power Word Blind
Symbol of Stunning
Symbol of Weakness
Teleport without Error
8th Level
Clone
Destruction
Dimensional Lock
Discern Location
Improved Planar Binding
Mind Blank
Power Word Stun
Serten's Spell Immunity
Symbol of Death
Symbol of Insanity
Temporal Stasis
Trap of Soul
9th Level
Astral Spell
Energy Drain
Etherealness
Gate
Power Word Kill
Soul Bind
Time Stop
Wish/Alter Reality
Note that some of these spells do not appear in C&C. They are listed in my alternate player's handbook listed here
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
Hey this looks pretty darn cool. I don't have evil PCs in my campaign, but do have evil NPCs. My group has only faced a kobold sorcerer so far, but I'm really liking this class as my next fun NPC to throw at them.
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
serleran wrote:
Why the note? If they can't wear armor, they obviously cannot cast spells in it.
Unless you allow anyone to put armor on, but doing so causes the reduction of class abilities....
It's a note for multiclassed casters that can wear armor but really shouldn't...
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
Pretty good conversion
I remember the Death Master form an early Dragon magazine. IMC I would change the alignment to any non-good (or more likely any evil) and leave it at that.
Also I'd add more powerful cause wounds spells to his list.
_________________
Never throw rocks at a man with a Vorpal Sword!
I remember the Death Master form an early Dragon magazine. IMC I would change the alignment to any non-good (or more likely any evil) and leave it at that.
Also I'd add more powerful cause wounds spells to his list.
_________________
Never throw rocks at a man with a Vorpal Sword!
Wow, great
I tend to play good campaigns but this will add a good nasty to through up against them!
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
I tend to play good campaigns but this will add a good nasty to through up against them!
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
- LordSeurek
- Greater Lore Drake
- Posts: 2868
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Lurker wrote:
Wow, great
I tend to play good campaigns but this will add a good nasty to through up against them!
You can always retire Alvar and roll one up in my game next month, lol. I dont restrict players from any allignment. Its role-playing. If you wanna do up an evil guy, sure, but beware of the consequences that come with it
L.S.
Oh, and as always cs, you my friend are a god, love your work
And love the Necromancer!
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)
Society Member: http://www.cncsociety.org/
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- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
LordSeurek wrote:
Oh, and as always cs, you my friend are a god, love your work
And love the Necromancer!
It's great to see this thread re-animated after it's been dead for a while.
Thanks for throwin' some love my way!
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.
-
The Pugilist
- Mist Elf
- Posts: 24
- Joined: Sat Nov 01, 2008 7:00 am
csperkins1970 wrote:
Note that some of this spells do not appear in C&C. They are listed in my alternate player's handbook listed here.
Might I ask what those spells are and if they should be replaced (due to balance reasons) if one was playing a more "standard" C&C game?
I'm also fairly lazy and not too big on referencing lots of extra books (I have 3.5e and 4e for that, C&C is my simple old school option). Although, if the spells can be used "as is" out of your AD&D3 book then more the better.
- csperkins1970
- Ulthal
- Posts: 569
- Joined: Mon May 15, 2006 7:00 am
- Location: Staten Island, NY
- Contact:
The Pugilist wrote:
Might I ask what those spells are and if they should be replaced (due to balance reasons) if one was playing a more "standard" C&C game?
I'm also fairly lazy and not too big on referencing lots of extra books (I have 3.5e and 4e for that, C&C is my simple old school option). Although, if the spells can be used "as is" out of your AD&D3 book then more the better.
Take a look at the spells in the pdf and decide for yourself if they are balanced for your game. I think that they're okay BUT I only used my version of spells in my game. They are based on the SRD and used C&C's method of saves so they shouldn't be too wacky.
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.