Necromancer Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

OK, I double-checked and Remove/Cause Fear is a first level spell that affects a single creature. Fear is a fourth level spell that affects everyone within range and even has an effect if the save is made.

So, it is not a duplication, nor is it a mistake. However, to remove any confuse we can rename the fourth level Fear spell to Greater Fear or Mass Fear. Either one works. But, unless the spell itself is overpowered or something, I would like for it to stay.

As for the Ectoplasm spell, that's kinda neat. Rather than kick it to New Spells, I'd rather it replace Gentle Repose in the spell list and have Gentle Repose kicked to New Spells (or Libram Magica). Let's please do that instead. Especially since that spell was originally there and I was trying to make sure I kept everything that preceded me.
Last edited by daryen on Sun Aug 02, 2020 10:32 pm, edited 1 time in total.
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

AlMan wrote: Sat Aug 01, 2020 9:20 pmR7 has been put into the Projects folder.
OK, quick question: Where is the "Projects folder"? I would like to throw in the edits I just mentioned above, plus fix the other items from your follow-up post (all as already described in my prior posts).

Thanks!
User avatar
AlMan
Posts: 694
Joined: Fri Jun 26, 2015 5:01 pm

Re: Necromancer Supplement

Post by AlMan »

As a regular contributor, Solo gave you, or should have given you access, to the Basic Fantasy DropBox folder, the main one we use is Projects. It is where Chiisu, Solo and I and all the artists (Teaman, Borgar Olsen, and others) put everything we are working for the various books and supplements we are working on. I'm including the updated version here if you don't have access yet.
Attachments
BF-Necromancer-Supplement-r7.odt
(108.17 KiB) Downloaded 265 times
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

OK, here is the update. I upped the version to r8 and did the following:
- Changed the name of the fourth level Fear spell to Greater Fear.
- Deleted the third level Gentle Repose spell entirely.
- Put the third level spell Ectoplasm in the list of third level spells (in place of the deleted Gentle Repose).
- Made Undead use save vs. Spells.
- Deleted reference to Witch-Doctors from the introduction.

Hopefully this all works!

(EDIT: I deleted the attachment as a later version is now in the Projects folder.)
Last edited by daryen on Thu Aug 20, 2020 5:26 pm, edited 1 time in total.
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

Question on the Necromancer: I see that it requires a minimum Intelligence of 15 and a minimum Wisdom and Constitution of 13. Those seem pretty high, making it a pretty hard class to qualify for. Would it not work just as well to make the Intelligence minimum 13 (so they still get a positive modifier) and a Wisdom and Constitution of 9 (ensuring no negative modifier)? If it really is part of the class concept to be that hard to enter, so be it.

On the other hand, I suppose they are as much intended to be a BBEG, rather than a player, so the high entry bar makes it less likely to end up being a PC.
User avatar
SmootRK
Posts: 4230
Joined: Sun Mar 08, 2009 10:03 am
Location: Nashville, TN

Re: Necromancer Supplement

Post by SmootRK »

daryen wrote: Thu Aug 20, 2020 3:04 pm Question on the Necromancer: I see that it requires a minimum Intelligence of 15 and a minimum Wisdom and Constitution of 13. Those seem pretty high, making it a pretty hard class to qualify for. Would it not work just as well to make the Intelligence minimum 13 (so they still get a positive modifier) and a Wisdom and Constitution of 9 (ensuring no negative modifier)? If it really is part of the class concept to be that hard to enter, so be it.

On the other hand, I suppose they are as much intended to be a BBEG, rather than a player, so the high entry bar makes it less likely to end up being a PC.
I am flexible to this thinking. Those requirements hearken back to the original inspirational material, the "Grave Master" class by Roger Moore in Dragon Magazine from the eighties (like around issue 63 thereabouts).
Is it really the end, not some crazy dream?
User avatar
Solomoriah
Site Admin
Posts: 12447
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: Necromancer Supplement

Post by Solomoriah »

Yeah, those are too high. Need to tone it down a bit... two prerequisites, neither requiring a bonus, would be more appropriate.
My personal site: www.gonnerman.org
User avatar
Dimirag
Posts: 3613
Joined: Thu Oct 06, 2011 1:24 pm
Location: Buenos Aires (C.A.B.A.), Argentina
Contact:

Re: Necromancer Supplement

Post by Dimirag »

I don't think their spells or magic in general are harder to learn, so an Intelligence of 9 should be fine.
The other ability should be required for a reason:
Wisdom: Do they need an insight on the "other side" to grasp the bases of their magic?
Constitution: Are their in greater health risk for learning their spells compared to other magic users? Are their spells stronger or more prejudicial to others than non-necro spells?
Charisma: As a way of imposing their will over the undead, "command" the forces of life and death.

Considering that necromancer can put their fingers on the realm of the death, maybe Wisdom is the best choice.

Compared to the Magic User, the Necromancer is no different except for a different spell access (some shared, some exclusive, some prohibited), a couple more weapons and more ability requirement.
Should the Necromancer have extra spells as some other specialist do?
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 »

OK, I dropped the Intelligence requirement down to 11. I dropped the Wisdom requirement down to 9. I dropped the Constitution requirement entirely.

I also went through the document one more time. I made some minor adjustments:
- I formatted all of the spell headers to be consistent and fixed a couple font size issues.
- I put all "ft" back to "feet" or "foot" in the text. (Spell headers stayed with ' marks.)
- Noted that Boneskin is based on Barkskin, due to its current spell level.
- Noted that Call Poltergeist is the equivalent of Unseen Servant, which was added to New Spells.
- Noted the fact that Ectoplasm is now in the actual spell lists.
- And that's about it for this update. The main things where really the first two points.

I have added the file to the Projects folder.
daryen
Posts: 523
Joined: Mon Feb 24, 2020 10:25 pm

Re: Necromancer Supplement

Post by daryen »

Dimirag wrote: Thu Aug 20, 2020 4:11 pm Should the Necromancer have extra spells as some other specialist do?
Note that I have submitted updates to both the Necromancer and Illusionist class Supplements adding out spells so that they have the same number of spells (12-12-12-12-10-10) as a Magic-User. Once accepted, all of the arcane casters will have spell parity.

Also note that, if my expansion of the New Spells Supplement is accepted, every single casting class will gain the option of an additional 16 spells of random levels. This includes Necromancer.
Post Reply

Who is online

Users browsing this forum: Bing [Bot], Google [Bot], Mister E and 44 guests