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 Post subject: Mercurial Necromancy
PostPosted: Sun Aug 12, 2012 10:41 am 
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Far-Sighted Wanderer

Joined: Sun Jul 08, 2012 1:15 pm
Posts: 17
Greetings,
I am working on a Mercurial Necromancy table and need help rounding it out some. Here is what I have so far, more ideas and input would be great.

If target dies as a result of this spell, it reanimates as a zombie on the next turn under the casters control. The zombie continues to exists for a number of days equal to the wizards CL.

A skeleton rises up out of the ground within 20' of the caster. The skeleton attacks nearest target(including caster). The skeleton only lasts for 1d3 turns.

Caster turns into a ghost for 1d4 rounds. He can only move around and through objects. However, he can be affected by magic and turn unholy.

Casters skin turns a slight shade of grey. Each time the spell is cast his skin gets a shade greyer.

When spell is cast a tombstone appears with the targets name, (or no name if target has no name). Target must make a morale check or run away scared.

When you cast this spell you are now undead and have all the benefits and drawbacks of such a condition. This happens only on the first time you cast the spell.

Maggots begin to pour out of your nose and mouth for the next 1d4 rounds.

When you cast this spell you smell like rotten meat for the next 24 hours. People will take an instant disliking to you and carrion eaters may decide that you are lunch.

Vampirism. Everytime you cast this spell roll 1d10. 1-You grow fangs. 2-You no longer cast a reflection.
3-You hate and fear sunlight. 4-Compulsive need to speak with a strange accent. 5-You have to wear a cape at all times. If you are not, you cannot cast spells. 6- You can turn into a mist for 1d4+CL rounds. 7-You have to sleep in a coffin. 8- Must drink blood, need to drain 1d4hp worth of blood each day. Failure to feed penalties are up to the GM(or a -1 cumulative penalty to all rolls). 9- Can summon 2d4 bats to do your bidding for one hour. 10- Fire does twice the normal damage to you. Ignore any duplicate results. Despite all these effects you are not undead(unless you already are)

Crawling Hand. When you cast this spell your hand detaches itself. You can control your hand for 1d6+CL turns. You can summon your hand back at any time before the end of the duration.

Rain of Skulls. Skulls of all types fall from the sky and land on target causing 1d3 points of damage.

Rattling Bones. When you cast this spell the air fills with the sound of rattling bones that causes everyone within 50' of the spellcaster to make a will save dc 10+CL or be rattled for the remainder of the encounter. Rattled characters suffer a -1 to hit rolls.


When I get enough ideas I will put it into a table form and add a few others from the primary Mercurial Magic table.
I am also brainstorming ideas for a Mercurial Arachnomancer, so once I have a handful of those will post them on here for suggestions and input.

Thanks
Svaragog


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 Post subject: Re: Mercurial Necromancy
PostPosted: Sun Aug 12, 2012 1:46 pm 
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Wild-Eyed Zealot
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Joined: Mon Jun 11, 2012 7:59 am
Posts: 96
Location: England
I love your idea of an Arachnomancer!

A rather predictable list from me below and I am sure some are already in DCC's mercurial magic list but how about:

Horror - effects living creatures around caster. Cause panic, paralysation
Drain - Hp drained from living creatures about caster as spell is cast or hp leeched from surrounding creatures into caster and party.
Shadow Life - Casters shadow starts to take on a life of it's own.
Bleed - Oppponts bleed profusely and take extra damage inflicted upon them.
Contagion - Victims and/or caster & party contract disease.
Prevention of healing in vicinity of caster.


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 Post subject: Re: Mercurial Necromancy
PostPosted: Sun Aug 12, 2012 3:53 pm 
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Far-Sighted Wanderer

Joined: Sun Jul 08, 2012 1:15 pm
Posts: 17
For the Necromancer the following spells are considered to be necromantic spells. When the necromancer is casting them he add an additional 1/2 his CL to his spellcasting roll. Also, they Necromancer spells don't count against spells known.

Necromancer Spells.
Level 1: Charm Person (except this only works on undead)
Level 2: Summon Monster (when summoning undead)
Level 3: Emirikol's Entropic Maelstrom

The drawback to being a necromancer is that healing spells do not work on you. The necromantic energies that the necromancer deals with on a daily basis prevents such magic to work normally. Such is the price to pay when one deals with the dead.

Svaragog


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 Post subject: Re: Mercurial Necromancy
PostPosted: Sun Aug 12, 2012 4:01 pm 
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Far-Sighted Wanderer

Joined: Sun Jul 08, 2012 1:15 pm
Posts: 17
The more the better. I would like to have at least 50-75 necromancer Mercurials.
I've been tossing around the ideas for the Arachnomancer and also a Wild Mage. I like the idea of specialist mages to further round out the wizard class by giving them some nifty bonuses however there will also be a steep price for such power. As you can see with my Necromancer idea and being unaffected by healing magic.

My format for specialists are as follows.
1. A specialize chart for Mercurial magic.
2. Three spells that are the wizards specialist spells plus bonuses.
3. Somekind of drawback.

Some other ideas I am tossing around are Blood Mage, Treebender (for those elven types),Lithomancer, Trickster, and Chronomancer. Those are just in my concept stage.\

Svaragog


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 Post subject: Re: Mercurial Necromancy
PostPosted: Sun Aug 12, 2012 5:10 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 296
Mongoose ( I think) had an excellent series on specialist Wizards. Encyclopedia Arcane. You might get some great ideas. They had necromancer, blood Mage, drow spider magic, and many others.

_________________
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


Last edited by Blood Axe on Mon Aug 13, 2012 7:44 am, edited 1 time in total.

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 Post subject: Re: Mercurial Necromancy
PostPosted: Mon Aug 13, 2012 4:38 am 
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Wild-Eyed Zealot
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Joined: Mon Jun 11, 2012 7:59 am
Posts: 96
Location: England
svaragog wrote:
Some other ideas I am tossing around are Blood Mage, Treebender (for those elven types),Lithomancer, Trickster, and Chronomancer.


Lithomancer? Is that a kind of earth/stone elementalist?

AD&D had a class book for chronomancers which is kinda useful as did the Mongoose series Blood Axe mentions above. A Wild/Chaos mage seems ideally suited to DCC!


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 Post subject: Re: Mercurial Necromancy
PostPosted: Mon Aug 13, 2012 7:51 am 
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Wild-Eyed Zealot
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Joined: Mon Jun 11, 2012 7:59 am
Posts: 96
Location: England
Unease - people have a negative reaction to the necromancer in any dealings they have with him. -1 to caster's Personality.

Light Sensitivity - caster's eyes become acutely sensitive to bright light. -1 to attack rolls in bright sources of light.

Carrion - caster develops a need to feast on the flesh of dead humanoids daily.

Aversion to holy symbols - caster cannot abide in the presence of holy symbols, icons or artifacts and cannot willingly approach or stay in the presence of such objects. Add to this that the caster can be turned by a cleric with a holy symbol?


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