Saturday, June 23, 2012

LL/BX Metal Earth Necromancer and some character class musings

First, I'd like to thank Dan Procter for putting LL together, because I haven't done that, and I should. 
I'll put the sorcerer up tomorrow (it's done).
None of these are play tested, but they will be soon.
The final line up of classes will be as follows- The Adventurer, The Monk, The Necromancer, and the Endless (Human as a class- which is nothing more or less than a reskinned B/X elf).
I guess I could make a .pdf of all this stuff, but that might require some effort, and I think we all know how I feel about that.

Note there are a couple of new spells in here I need to write up, and I need to go back and fix the names so they tie back to one version of the game, but you'll get the idea I'm sure. 


The Necromancer


Necromancers wield magic they draw from the necrosphere, the ancient Earth’s spirit world, which is infused with the ghostly energy of eons of the dead.

Race: Living beings
Save: as cleric
Combat: As cleric
AC= 10+1/3 lvl+ dex mod. (round down)
Weapons and armor:  Any

In order to work their magic Necromancer must have a focus made from the remains of a dead creature. Such object may include a skull, or a staff made of bones, soft tissue foci are rare but not unknown; however, such foci must be shielded from decay by embalming, mummification or some other method.

Blood Magic:  Once a day, a Necromancer may inflict a minor wound upon himself in order to gain an additional spell of one level below the highest level spell they can cast. This maybe done a maximum of three days in a row.

Turn undead as cleric

Potions: Necromancers of 6th level and above may brew potions.

XP to gain second level  1500.



Spell List

First Level Necromancer Spells

Detect Chaos/law
Detect Magci
Cure Minor wound
Light/Dark
Protection from Chaos
Puridfy food and drink
Animal companion
Remove fear

Second Level Necromancer Spells
Bless curse
Hold person
Cure major wound
phantasmal force
Ghost Spear

Third level Necromancer spells
Cure/cause disease
Locate object
Remove curse
Wizard’s eye
Effigy of agony

Fourth level Necromancer spells
Fly
Protection form Law chaos 10’ radius
Sticks to snakes wall of fire and Ice (Ghost Wall)
Create water

Fifth level Necromancer spells
Animate Dead Commune
Contact other plain control weather the wailing dread dispel chaos/law
Insect plague
Quest
Raise dead

3 comments:

  1. Great stuff - keep it coming. I was posting last week about how I'm going to be running a new mini-campaign soon using an old-school AD&D module (S4 - Lost Caverns of Tsojcanth) but that I was strongly considering using the LL system to run it instead of AD&D or OSRIC. So, any new LL stuff is very welcome!

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  2. Thank you. Keep in mind that some of this stuff is wrapped up in my house rules (like blood magic and AC) so you may have to make some alterations for it to fit.

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  3. I have already borrowed your recovery rules for my campaign, and the net thing I'm running will will use your other "badass rules", so now I am going to snatch this necromancer of yours. I am that's all. Please keep posting this Metal Earth Stuff - it's great.

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