Necromancer Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
Post Reply
Seven
Posts: 838
Joined: Wed Apr 22, 2020 11:17 am

Re: Necromancer Supplement

Post by Seven »

daryen wrote: Thu Jul 16, 2020 8:26 am
Solomoriah wrote: Thu Jul 16, 2020 7:56 am I have to ask, though, why specifically Chill?
I have changed the request from Chill to Stoneskin. The reason for Stoneskin is because it really isn't "Stoneskin", as it Stoneskin should be much more impressive. So, what I'd like to do is:
1) Add a more proper version of Stoneskin to New Spells or Libram Magica.
2) Create a whole new Necromancer spell called "Boneskin" that works just like Stoneskin here.
I kinda like that. Some sort of intangible ghost like effect could be cool at higher level too.
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

It occurs to me that Barkskin is a second level spell, rather than first level spell. How about this: I bump Stoneskin up to second level, then refluff it to be Boneskin? This keeps the spell around, and at arguably a reasonable spell level.

I still want to take Stoneskin into New Spells and promote it to a "real" Stoneskin spell.
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

Here are the spells I would like to add. These bring the Necromancer to 12-12-12-12-10-10. No spells are changed or removed except for Stoneskin/Boneskin and Animate Dead/Re-Animation.

First Level Spells
unchanged except that Stoneskin is removed (see Boneskin below)

Second Level Spells
Boneskin - A relabelled Stoneskin modelled on Barkskin
Command Undead - 'Charm' intelligent undead or control unintelligent undead

Third Level Spells
Gentle Repose - Keep your zombies and zombies-to-be in better condition
Halt Undead - Keep undead in place momentarily
Ray of Exhaustion - Minor debuff
Vampiric Touch - Cause damage and gain temporary hit points

Fourth Level Spells
Black Tentacles - I needed something, and this looked fun
Cure Disease - I really just want Contagion (the reverse of Cure Disease), but just went for the base spell. This was already done on Remove Curse, where we really just want Bestow Curse.
Enveneration - Causes negative levels
Fear - Make people run away
Re-Animation - This is the renamed Animate Dead

Fifth Level Spells
Blight - Damage plant creature or kill plant
Mask of Life - Makes an undead creature temporarily look like a living creature
Symbol of Pain - Big debuff if triggered
Waves of Fatigue - Minor debuff area of effect

Sixth Level Spells
Control Undead - Dominate any undead
Eyebite - Name's too cool to pass on
Symbol of Fear - Make people flee if triggered
Undeath to Death - Death Spell for undead
User avatar
Solomoriah
Site Admin
Posts: 12535
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: Necromancer Supplement

Post by Solomoriah »

i'm good with this, so far. I'll need to see the final work before I give it my stamp of approval.
My personal site: www.gonnerman.org
Seven
Posts: 838
Joined: Wed Apr 22, 2020 11:17 am

Re: Necromancer Supplement

Post by Seven »

Enveneration? Maybe we could find a better name for this one?
Why not just Energy Drain?
User avatar
Dimirag
Posts: 3637
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Re: Necromancer Supplement

Post by Dimirag »

How about Necrotic Drain?
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

None of the spells I am suggestion are made from whole cloth. These all come from other forms of the game and it is using their SRD names. So, the name is Enveneration because that is what is used there. I am more than willing to change it, if needed.

But, I have to admit that I kinda like some of the odder names used by older editions. So, I will always initially trend in that direction, at least to start.

I will fight for Eyebite, though. :D
User avatar
Solomoriah
Site Admin
Posts: 12535
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: Necromancer Supplement

Post by Solomoriah »

Your strategy is sound. Carry on.
My personal site: www.gonnerman.org
User avatar
Dimirag
Posts: 3637
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Re: Necromancer Supplement

Post by Dimirag »

Just my opinion, although BFRPG is based on the OGL/SRD its not afraid of change things to better fit the game or supplement tone, don't copy, adapt, create (specially if a spell looks good but its overpowered or uses rules outside the ones in BFRGP).
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

As a quick correction, I made a typo on the spell in question. The spell should be "Enervation", not "Enveneration". I apologize for the mistake.
Post Reply

Who is online

Users browsing this forum: Google [Bot] and 70 guests