Rule 61: The College of Necromantic Conjurations
So who wants to be a necromancer? I do, I do! There is a certain social stigma attached, but it's easily hidden by well-guarded lairs and close attention to hygiene. The fun stuff is worth the potential burning at the stake for violating the laws of God and man, isn't it? Sure it is!
T-1. Ask The Dead
An extremely useful talent. My Necromancer character learned a lot through using this talent. Especially useful on someone you just killed.
G-1. Spell of Conjuring Darkness
The hair-splitting over degrees of extreme darkness continues here. Just for the record: absolute blackness that no light source can penetrate > sealed room with no light source > moonless night > cloudy night. Look, it's dark, okay?
G-2. Spell of Putrescence
File under category Just Plain Mean (JPM). Really, this spell has no use other than to screw with somebody. OK, maybe you can use it to make catfish bait or something, but
G-3. Spell of Obscurement
Mmmmm
oily black smoke. The dimensions are pretty paltry, however.
G-4. Fire and Brimstone Spell
Infectious flame, and in a general knowledge spell too! Is there any Necromancer who hasn't pumped a couple thousand XP into this? Awesome and stinky.
G-5. Spell of Heating Metal
On the other end of the Usefulness Spectrum is this lame spell. Five degrees plus five per rank? (Oh, the arcane power! Say it ain't so!) What do you do with this spell, warm your bedpan? Use it to keep your eggs slightly warmer in the frying pan?
G-6. Spell of Harming Entity
OK, I know I have frequent quibbles with the language used in these spell descriptions, but let's have a look at this one. It says that the target of the spell will be in "intense agony" for the duration of the spell. Now, how would you define "intense agony?" Remember, this isn't just "pain," or even just "agony": it's intense agony. How about a kick in the junk from someone wearing soccer cleats? Sound about right? Now, do you think that if you were kicked in the junk by someone wearing soccer cleats, you'd have more than a -10 to your strike chance? Thought not.
G-7. Spell of Noxious Vapors
"Noxious" means harmful, by the way. Up to Rank 5, it reduces vision by 10 feet. Not to 10 feet, mind you, just subtract 10 from your range of vision (which is what, again?). Up to Rank 10, it's a sleep gas. These are not harmful things. The best you can ever do is give someone a 1-in-5 chance of contracting consumption.
What I find especially amusing is that the Air Magic's Sleep Gas spell puts the target to sleep and damages him! Sounds far more "noxious" to me. I intend to re-write this silly spell someday.
G-8. Spell of Warping Wood
The bane of archers everywhere. Does anyone know if it works on magical wooden items
like wands and staves?
G-9. Ram of Force Spell
This is an interesting spell. In theory, you could assign it an impossible task ("Knock down that stone door" would work, as its halted by stone), and it would be there, forever.
Oh, and the last I checked, something that was 15' x'15' x'15' isn't a "column" so much as it's a "cube."
G-10. Spell of Vapor Breathing
Handy spell.
Q-1. Ritual of Summoning and Binding Lesser Undead
The duration of this is spell is Concentration, with a maximum of one week. How well can you concentrate while being sleep deprived? Hope you brought a big pot of coffee
Q-2. Ritual of Converse with the Dead
Worthless. You set up a ritual, and get a bunch of riddles and puzzles? When you can just use a talent to ask them yes and no questions? Why bother?
S-1. Spell of Causing Wounds
Infected Wounds
Every Necromancer loves `em.
S-2. Wall of Force Spell
Not only is it a wall, it also knocks you on your ass. Awesome! What does it look like?
S-3. Wall of Bones Spell
What a charming and delightful spell this is. You get to make a ten foot high, one foot thick wall of bones (among other options). And everyone's afraid of it. Except for dogs.
S-4. Spell of Fear
ABC.
S-5. Mass Fear Spell
ABC.
S-6. Spell of Scarring Terrain
JPM. You ever wonder why a necromancer's lair is surrounded by blasted terrain? Because they were practicing this spell. This spell is also good for cutting short paths through jungles.
S-7. Spell of Animation of the Dead
I love this spell. Until DQ, skeletons and zombies were ubiquitous in D&D and the like, but no one knew where they came from. Now any self-respecting Necromancer can have his own little entourage.
What I don't like about this spell is the huge difference between skeletons and zombies as far as combat capabilities.
Skeletons: Can wear armor, use shields, and wield weapons (including Ranked weapons -- wha?!? Hey, that's what it says in the Monsters section. How this works, I haven't a clue). Are immune to Type A damage.
Zombies: Never use weapons (I assume this goes for shields as well). They attack using the Unarmed Combat rules, which means they suck. They lose a point of EN every day they aren't re-animated. They are immune to Grievous Injuries, but this makes no sense
if you cut off a zombie's arms and legs, what's it going to do, bite your kneecaps off? (Sorry, but International Brotherhood of RPG Geeks union rules require me to make a Monty Python reference somewhere
)
Anyway, my point is that skeletons can carve some steaks outta people, while zombies mostly shuffle along and smell bad.
There are actually more tidbits about skeletons in the Monsters section. It says that human skeletons are easier to animate than others. This means that there should be some sort of penalty to animating non-human skeletons. Not surprisingly, this penalty is not laid out in the rules. But it does leave open the possibility of animating something other than a human skeleton. What are the limits to this? Can you animate a storm giant's skeleton (or as a zombie?) How about a dragon? OK, probably not, since the rules talk about using weapons and having hands and so forth. But can you imagine facing down a couple of giant skeletons? Awesome.
S-8. Wraithcloak Spell
Another crappy protection spell. At least this one increases your Stealth.
S-9. Shadowed Weapon Spell
OK, you know how I love those "create a weapon out of nothing" spells. So cool.
S-10. Hand of Death Spell
Nasty spell. It's gotta be from some book, right?
But I again have to quibble with the effects. OK, let's take a multiple-choice quiz
Q. You are targeted by a Hand of Death Spell. You feel as if your heart or some similar organ is getting squeezed to a pulp. Do you:
-
A. Collapse to the ground, and writhe in drooling agony?
-
B. Collapse to the ground, curl up into a quivering fetal position, and whimper?
-
C. Stagger around clutching your chest, blinded by unbelievable anguish?
-
D. Take a -10 from your Strike Chance/spell cast chance and keep on truckin'?
Oh, yeah. You also roll to resist or take damage. Otherwise, you can feel free to mosey along like it's nothing. I'm just sayin': Change the description, or change the effects.
S-11. Hellfire Spell
ABC.
S-12. Spell of Life Draining
Classic necromancer's trick: steal your life force to better his own. The ST boost is a mystery to me, however: you get to add to your ST, but only for the remainder of the pulse. OK, when you cast the spell, you used your action for the pulse, right? So what good is it? It's like saying "OK, you get +20 FT, but only up until you next cast a spell or take damage." Gee, thanks. A good house rule might be to reduce the ST gain by 2 per pulse or something.
S-13. Spell of Agony
Why, yes, I will beat this dead horse some more. Now, with Harm Entity, you get to inflict intense agony, but a Spell of Agony inflicts extreme agony? Why isn't it "Spell of Extreme Agony," then? At least this spell more or less delivers what it promises. However, this means that this spell makes you hurt considerably worse than having your organs squeezed. What on earth would hurt more than that? (Never mind I don't want to know
)
S-14. Phantasm Spell
ABC.
R-1. Ritual of Summoning and Binding Greater Undead
AKA "Ritual of Making Greater Undead Enemies."
R-2. Ritual of Life-Prolonging
Necromancers beware: overlap your rituals by at least a couple of weeks, in case there are unforeseen delays and interruptions. (A great plot idea for long-term games: interrupt your Necromancer player's rituals for several days/nights running, and get him real worried
)
R-3. Ritual of Becoming Undead
Oh, what fun! Sure, it can screw with the GM's game, but so what? You get to become undead. MWAHAHAHAHAHAHA!!
Here's the problem I have: how in the world do you gain rank in this ritual? I mean, you have to practice a skill or spell at least once in between spending XP for each rank, right? So do you fail the ritual on purpose the first several times? Do you become a different wraith from Rank 2 to rank 3?
Final tally:
Number of spells that increase the chance of infection in this college: 2
Number of spells that increase the chance of infection in the college of Air Magics : 3
Um
which college is "concerned with the processes of life, death, decay, and putrefaction" again?