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Necromancer

Experience Points

Experience Level

6 sided
dice for accumulated hit points

Level Title

0 - 500

Initiate

2,501 - 5,000

Neonate

5,001 - 10,000

Novice

10,001 - 22,500

Apostate

22,501- 40,000

Summoner

40,001 - 60,000

Scourge

60,001 - 90,000

Necrolyte

90,001 - 135,000

Death Adept

135,001 - 250,000

Warlock

250,001 - 375,000

10

10

Arch Warlock

375,001 - 750,000

11

11

Necromancer

750,001 - 1,125,000

12

11 +1

Necromancer

1,125,001 - 1,500,000

13

11 +2

Necromancer

1,500,001 - 1,875,000

14

11 +3

Necromancer

1,875,001 - 2,250,000

15

11 +4

Necromancer

2.250,001 2,625,000

16

11 +5

Necromancer

2,625.001 3,000,000

17

11 +6

Necromancer

The Necromancer
The Necromancer is probably one of the most feared magic-users in Greyhawk. The Necromancer must first be a servant of a Nerull. They
are expected to serve at least 2 levels as a priest of Nerull before they begin their path towards the forbidden arts of Necromancy. Due to
the unusual bond this magic class forms with Nerull. It is impossible for any other form of magic user to attain the gifts Necromancers
obtain. Only a true believer of Nerull will be given the right to tamper with Death's Due. In fact, while there are plenty of magic users
capable of being able to raise the dead, none may do it so easily and with such great command as the Necromancer.
Some question why the forced alignment of lawfulness in nature. This is due to the rigorous rituals and the intense commitment to honoring
the pact made with their Deity. Death is want to ever release what becomes its own, therefore it is only through proof of loyalty through the
priesthood and further continued evidence of their loyalty this bond exists. Therefore if a Necromancer forgets to release this servant
back to the void, he could very well awake to being powerless, much like a cleric or paladin that has forsaken their god. Another reason
Necromancers are lawful in nature is due to the discipline required to control a pet. During non-combat and combat a necromancer must
always keep a part of his focus upon the magic required to connect them in the back of his mind.
Due to the rigors Necromancy requires, Necromancers must have a minimum of an 11 constitution. This is also the reason they have slightly
higher hit points then regular magic-users Much like Magic-users their Intelligence must be a minimum of 9 with every point of intelligence
over 16 giving them additional spells. Necromancers must also be of a lawful alignment as their vocation forces them to abide by very
stringent rules. At level 1 a Necromancer is able to summon a skeleton to fight for them. Their skeleton will increase in Hit Dice along with
the Necromancer and at different increments will gain additional powers or abilities from it's master. It should be noted because
Necromancer's borrow: the dead from the realm of their Deity, that upon conclusion of its duties the skeleton will return back into the void.
The Necromancer simply carries a piece of bone on them at all times as their summon token for the Skeletal servants. The Necromancer
must always keep at least one spell slot saved per spell level for both the summoning of their pet and the empowerment they require as they
progress in levels themselves, as the incantations must always be flowing through their mind. So while most magic works by the magic-user
invoking the incantations from memory and then losing the memory of the words after the casting, Necromancers, due to their dual
divine/magical nature operate a little differently. Spells relating to their pet's summoning and improvements are prayers and rituals, Spells
that effect other targets cast as if a magic user spell. Because the Necromancer is always partially concentrating upon their minion their
casting times on spells tend to be a bit longer then normal. Thus the price for duality!
Necromancer's pets start out fairly weak. Their bond with the domain of death is weak at first when summoned here and it is only through
the infusing of power from their master that they are able to increase what they are able to do. As the Necromancer increases in power so
does their servant, as the Necromancer is able to weave more powerful magics around their servant further protecting them from the positive
energy plane they are summoned to. Every spell level the Necromancer gains one new buff or dweomer they cast upon their pet adding
armor and weapons and minor effects. The dweomers stack and are dependent upon the previous spell level buff already being active in
order for a higher level one to be cast as well.

Spells usable by class and level Necromancer


Necromancer
Level

10

11

12

13

14

15

16

17

1 st Level Necromancer Spells


Raise the Bones summons a skeletal servant of Hit Dice level equal to that of the Necromancer. (The Necromancer must sacrifice a
spell slot to maintain their summon upon the positive energy plane)
Coldlight Creates a ball of light that radiates cold, deals 1-2 damage if cast in the eyes of target per round of contact
Cloud of Disease 1 point of disease damage, plus 1 point every round for 10 rounds save vs poison to resist for full
Endure Cold Grants +2 vs coild based spell magic, breath weapons,
Invisibility to Undead Renders target invisible to undead
Lifetap Caster siphons 1D4 hit points of life from target to self healing that amount to self save vs death magic to resist for damage
Find Corpse Caster sense direction to nearest corpse
Minor Bone shield surrounds caster with a temporary bone plating granting +2 hps and +2 ac for duration of spell
Drain Strength Caster siphons 1d3 points of strength from target and gains the same amount of points to his strength for length of
combat Save vs spell for resist full

2 nd Level Necromancer Spells


Suffocating Chains Target moves at half their normal movement rate as if ensnared by chains of the underworld
Instill Fear Fear from the abyss forces the target to Save vs Spell to resist or flee
Hands of death This is the first line of buff spells directly applied to your pet. Now your pet is summoned with chain mail armor on and
with either a 1 handed weapon of your choice and a kite shield or 2 handed weapon and no shield. The weapon and armor will look battered
and worn of course, but the weapon will function as a +1 magical weapon. If the pet is destroyed or released back to the void, all items
disappear with them. (this spell must be maintained meaning that a 2nd level spell slot must be sacrificed to keep this spell active upon their
pet)
Quiet the dead This hypnotizes 1 Undead target of equivalent level to the necromancer per level of the Necromancer. They are not
controlled but simply sit as if on hold or paused until the Necromancer releases them or moves outside of the spell radius. (Example a level
3 Necromancer can hypnotize one 3 Hit dice creature or three 1 Hit Dice creatures etc etc)
Sphere of Poison Fires a ball of Poison at the target doing 1d8 points of damage upon a successful hit and 1d4 points of damage every
round for 4 rounds if a successful save vs poison is not made
Sense the animate Necromancer is able to sense the direction of the nearest animate dead

3rd

Level Necromancer Spells

Empathy of the Damned The Necromancer sacrifices 1d10 of his own life to heal his minion or another (It should be noted continued
healing of others outside their minion could bring negative reactions from the Necromancer's Deity. After all preventing the death of a
creature is in fact stealing power from their god)
Sight of the Damned The Necromancer is able to see the invisible, detect magic auras around items and detect secret doors. It must
be noted this spell cannot be maintained while in combat or moving at normal movement rate. (To others the Necromancers eyes appear to
go dead white and his eyes are surrounded with glowing purple aura)
Shadow Meld Gathering the very shadows around themselves and their minion the caster and pet are invisible until they commit an
action that breaks invisibility or the spell duration ends
Essence Leech 1d6 hit points a round are transferred to the caster from their target for 8 rounds or target death. The caster can choose
wither they receive the hit points or their minion.
Return to the Void 3d8 Magical Damage to Undead no save is allowed
Anoint the Fallen The second buff spell for your minion, Anoint the Fallen summons your pet in +1 Chain Mail and with a +2 Magical
Weapon. The Pet is surrounded in a visible nimbus of cold, that causes 1d2 points of damage to any creature successfully striking the
minion.
4th

Level Necromancer Spells

Focus of Death The third buff spell allows for the minion to make 3 attacks every 2 rounds. Their weapon remains a +2 item while their
armor now changes to Banded armor +1. If they are using the shield and 1 handed method their shield is now counted as a +1 Kite shield
as well. The armor appearance is less desiccated, and the skeletal minions eyes now exhibit a dull blue glow, noticeable even in complete
blackness. The cold nimbus remains the same as Anoint the Fallen. As usual a spell slot must be saved at all times to maintain the energies
Void funnel - The Necromancer calls upon the void to open a small rift, from which sprouts tentacles that leech the life force of the target
for 1d8 points of damage each round for 4 rounds or death of target
Temporary Revenant Using his bond with his god, The Necromancer temporarily revives a dead companion to rejoin the battle. They
are raised back to half their hit point value and will be able to fight as an NPC on the side of the Necromancer but controlled by the DM for a
number of rounds equal to the Necromancers level. After the duration of the spell ends the character is returned to the hit point total they
died with.
Sight of the Dead The Necromancer can now enter his pet and see through his eye's. Because there is no tether due to the special
bond a Necromancer shares with his minion, this allows for a Necromancer to send his pet locations he himself would not ordinarily go. The
downside of this spell is that the Necromancer himself is placed in a trance like state while channeling this spell, and as such is completely
defenseless.
Weaken Spirit The Necromancer surrounds the target with negative energy, causing them to receive -4 to any healing spell or potion,
and also weakening them to death spells, and poison based attacks by reducing any saving throw made by -4 as well for 10 rounds
5th

Level Necromancer Spells

Heart Attack The Necromancer wraps around the targets heart with the Void, squeezing it, reducing all movement to less then a quarter
of normal movement, reducing Strength and Constitution temporarily by 2 each and dealing 1d6 points of damage for 4 rounds or until
successful save vs death magic is made.
Vampiric Siphon The Necromancer uses the void to literally rip the life essence out of his target and uses it to heal himself for 1d12
damage. Save vs Death Spells for half damage
Cloud of Infection The Necromancer deals Disease based damage in a cloud of spores to a 4 by 4 square dealing 2d10 damage
initially and dealing 1d2 damage every round until the target moves out of the cloud.
Restless Dead The fourth buff spell increases the pet's Banded armor to +2 in value and their kite shield to +2 as well. The movement
rate increases to 15, and their pet cold nimbus now causes 1d4 points of damage upon a successful strike to the minion.
Protection of the Grave The caster is surrounded by a shield that lasts for a number of rounds equal to the level of the caster. The
shield lowers the casters armor class by 5 points and will grant 12 additional hit points, both effects expire at the end of the spells duration.
6th

Level Necromancer Spells

Dominate the Dead The Necromancer can charm an undead target similar to the charm person or animal spell cast by a Druid of equal
level
Expel the Dead The Necromancer's Pet acts as a focal point for this spell, and void energy explodes outward for 5d10 damage striking
all undead in a 5x5 diameter area.
Whisper's of the Dead The Necromancer calls upon the knowledge of the dead to tell him an item's powers, owner's and purpose.
This is the ritual spell and can only be cast outside of combat. It also temporarily reduces the Necromancer's constitution score by 4, due to
the channeling of spirits that occurs. The constitution points cannot be healed and will slowly replenish back at a rate of 1 a day.
Bolt of Bile The Necromancers pet appears to vomit out a super acidic bile like substance that burns the target for 5d10 damage. A
Save vs Poison to resist for half damage.
Bless the Dead The fifth buff increases their weapon to +3, Their minion is now given the strength of the grave, with a strength of 18/75.
7th

Level Necromancer Spells

Breath of the Dead The Necromancer now no longer needs to breath for a number of rounds equal to the caster's level. This means
spells like stinking cloud, being submerged in water or even strangled have no respiratory effect. (ex. Author's note: it should be noted that
while the caster does not need to breath, having your throat crushed, cut, your chest crushed etc will not stop death due to loss of hps or
damage. Up to DM discretion you have been warned)

Sleep of the Lost causes the victim to save vs spell or fall into a death like slumber for 24 hours. Upon waking all memories of the
events 1 hour prior will be forgotten as the Necromancer steals the memories for his own use or dismissal.
Sight of the Dead 2 grants the caster infra-vision up to 90' in darkness for up to 8 hours or until rest
Enforce the Void Servant Caster's Pet is now garbed in plate mail +1, minus a helmet. The head is wreathed in cold blue flames, as
the cold nimbus now deals 1d6 damage upon a successful hit. Pet's attacks enrage targets now making them 60% less likely to run away
even if morale is low and likely to die
Shade Walk The Necromancer at this point having proven his worth is able with this spell to set a point of return for his physical being. If
he should determine that his life is threatened he has but to incant the sacred chant which has a 1 segment casting time and his soul is
weighed against the souls he has brought his god (roll against resurrection survival, remember that high constitution requirement, here it
creeps up again!) If he succeeds the roll, Nerull has judged that the Necromancer's efforts please him. The Necromancer vanishes in a wisp
of shadow, and re-materializes with his pet.
8th

Level Necromancer Spells

Bone Spears The Necromancer can take fragments of bones and cast them towards his target while calling up the dead's hatred for the
living. The ecto-plasmic manifestation of the effects on the positive energy plane rapidly expand the shards into spears dealing 1d8 damage
a piece to up to 7 different targets or all 7 at one target.
Restitch the Bone Necromancer heals 5d10 damage to their pet at the sacrifice of half the amount of their own hit points
Annihilate the Unreaped Nerull demands that all dead submit to him. Aberrant undead such as Vampires, Mummies and even Liches
deny him his due. This spell if cast upon such a creature forces it to account to Lord Nerull, Operates as Raise Dead spell as if cast by an
equal level cleric upon the recently dead. If the Creature fails a save vs spell they are now mortal without any of their undead abilities. The
Necromancer then has rounds equal to his level to slay the now mortal being before it reverts back to its undead state. (this is subject to the
whims of the DM in how it plays out! Have fun with it, Like a Lich might revert to a craven old man, but would still be a powerful magic-user
despite his age, A vampire a strong warrior or Magic-User or cleric in her own right. )
The Last Blessing - The Last Blessing changes the Necromancer's pet into much larger Red Bones skeleton, with a leering blusih green
flame wreathed head. No longer will it wield a shield or 1 handed weapon but instead wields a +3 War Scythe and fights as thought it
possessed an 18/00 Strength. All living creatures are -1 to attack rolls +2 to their armor class while around the pet to include player
characters in the player's group unless they are of Nerull's faith OR bear his token upon them. (The Necromancer gives them a nerulite
obsidian token, which protects them)
There are questions asked by my players about the class and the answers
This is a rough draft and while it has been tested out, I have a lot of scribbled notes in the margins as I came up with ideas of material
components on the fly, I will insure the spell list is complete soon but for now the suggest list is , Water Hemlock, Nightshade, Snake venom,
and Bone, Bone shards and Bone Powder,
There are questions asked by my players about the class and the answers are all optional for DM's Discretion
Armor Restrictions (Optional) I allow for Necromancer's to wear Leather Armor. Indeed they are encouraged to do so as their spells
are mostly verbal and material driven with very slow to no gestures being needed. They still cannot wear metal armors nor studded leather
due to the dual spiritual/magical nature of their spells and the interference that metal and iron in specific can cause. Their robes or cloaks
are blackish red in hue, though they are not forbidden from hiding themselves as needed to achieve their aims.
Alignment questions :
Are there lawful good Necromancer's? In a word , No. Though there are a surprisingly large number of Lawful Neutral
Necromancer's. Not surprising the majority of Necromancers though are Lawful Evil.
Why must they be lawful, I know the discipline issues blah blah, still does not make sense, Nerull is Neutral Evil.
Yes, I agree and Neutral Evil, in my games anyway, is more of a malign selfishness. Nerull does not want hell bent destruction or free
spirited thinkers, he wants servants, because HE is the only one with ambitions to follow. He is a hunger that cannot be filled but still wants
to make sure he gets fed something, therefore he demands his servants to obey. He considers necromancers to be extensions of his will
upon the material plane, and the reaping incurred in his name by them fuels him again as his cults did once.

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