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Tclynch
Apr 29th, '08, 08:25 PM
So, has anyone created any more spells for Necromancy? I do like the ones done in the FH Grimoire, but I'm just thinking thier may be others I don't know about....

Killer Shrike
Apr 29th, '08, 11:42 PM
Necromancy (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/VancianSpells/ActiveSpellsList.aspx?EffectTypeId=8&EffectCategoryId=17)

Thia Halmades
Apr 30th, '08, 06:42 AM
There's also my own d20 conversions to HERO, that include Necromancy School Spells in each of the 5 levels... and I think that Cleric 1-4 is done and those also have Death/Necro spells in them as well.

Tclynch
Apr 30th, '08, 07:08 PM
There's also my own d20 conversions to HERO, that include Necromancy School Spells in each of the 5 levels... and I think that Cleric 1-4 is done and those also have Death/Necro spells in them as well.


Link?

MorpheousXO
May 2nd, '08, 07:26 AM
And here I thought this was going to be a thread about a school that teaches necromancy :confused:

Old Man
May 2nd, '08, 01:19 PM
Umm, I'll just post my necromancer character here, he has a bunch of necro spells. I like necromancy, you can use it as a special effect for just about any power in the book :)

---

Aleister Carloss


### disads ###

5 age 40+
15 obsessed with becoming immortal (cmn/str)
15 contemptuous of anyone less intelligent than himself (vc/mod)
10 competitive with other sorcerers (unc/str)
5 reputation: evil necromancer (8-)

50 total


### stats ###

str 10 -
dex 14 12
con 13 6
body 13 6
int 20 20
ego 11 2
pre 15 5
com 10 -
pd 2 -
ed 3 -
speed 4 6
rec 5 -
end 24 -
stun 23 -
57


### skillz ###

3 scholar
1 ks: the undead
1 ks: demons and hell

1 ks: necromantic magic
1 ks: methods of achieving immortality
1 ks: anatomy
1 ks: methods of inflicting pain
1 ks: legends and history of wizards and magic

3 forensic medicine
6 combat luck
3 high society
2 familiarity with common melee weapons

13 magic skill 18-
3 riding

43 total


### magic ###

13 40pt. sorcery multipower
(-0.5) requires a skill roll
(-0.25) incantations
(-0.25) gestures
(-0.25) concentrate 1/2 DCV
(-0.5) full phase to cast
(-0.25) not on holy ground

1u 37 weaken: 3d6 suppress str, continuous, 0 end
1u 37 strike blind: 5d6 flash, 1 hex area
1u 39 poltergeist: 26 str. telekinesis, affects whole object
1u 37 theft of life: 1.5d6 xfr body to end (25), usable at range (+1/2)
1u 30 detect magic: discriminatory, analyze, ranged, targeting

1u 38 animate dead: summon 1x 85-point zombie (17),
expanded class: based on corpse (+1/4)
slavishly loyal (+1)
1u 40 unlife regeneration: 4d6 simplified healing
1u 40 summon: 4x 50-point demon, slavishly loyal (+1)
1u 37 feeblemind: 5d6 suppress int, 0 end

1u 32 sense life: detect living creatures (10), discriminatory (5)
analyze (5) ranged (5) targeting (10)
1u 37 strength of the damned: 5d6 succor str, 0 end
1u 5 shadow walk: teleport 1" (2)
safe blind (+1/4)
megascale 1" = 1000 km (+1)
full turn to cast (-1/2)
1u 37 glimpse of the abyss: aid 3d6 to end, fade 1/turn
1u 40 foul gust: 35" leaping, accurate (40)

1u 40 spirit form: desolid

1u 40 shadow form: invisibility to sight and hearing (25)
simultaneously usable by others (+1/2)
only in areas with relatively low lighting, such as shadows or
moonlight (-1/2)

1u 40 waking nightmare: 8d6 mental illusions

1u 37 cursed gloom: change environment (shadow and chill) -1 OCV (5)
-4 PER (12), -1 temperature level (3), 8" radius (15),
personal immunity (+1/4), not in direct sunlight (-whatever)

1u 37 mastery of venom and corruption: 10d6 dispel (30) vs. any venom or
disease, one at a time (+1/4)

15 total