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<blockquote data-quote="modred" data-source="post: 3441489" data-attributes="member: 51185"><p>well, I'll try to suggest something, but they aren't exactly in the same spirit as your ones are;</p><p></p><p></p><p>Undeath Restorate</p><p>As a standard action, you can fill 10 ft. burst around you with negative energy at the cost of one free essence. This effect causes 1d6 points of damage to living creatures, but heals undead instead of harming them. For every additional essence you spend on this ability you can either increase the damage by two or increase the range by 10 ft.</p><p></p><p>Undeath Simulacrum</p><p>As long as you have essence invested in this ability, you are healed by negative energy, and harmed by positive energy. For every essence you spend on this ability, you gain resistance to positive energy which increases by five per essence invested. </p><p></p><p>Life to Undeath</p><p>At the cost of free essence, you can transform a living creature within 30 ft. into an undead. The target must make a Fort save (DC 10+invested Essence) or die. Targets killed by this effect come back as undead within 48 hours. The exact race of undead is determined by the GM. You cannot use this spell to target a creature with more hit dice then yourself.</p><p>This is a: Necromantic, Death-Effect.</p><p></p><p>Manipulate the Unliving</p><p>This effect allows you to control the actions of 1d4 hit dice of undead at the cost of one free Essence. For each additional essence spent, the amount of undead controlled increases by 1d4. This effect does not allow you to control intelligent undead, only mindless undead can be effected.</p><p></p><p>Qualify for Life Insurance</p><p>If you expend on free essence on this ability, and then die during the next hour, you will instantly be revivied at -5 hit points. For each additional essence you expend on this ability, you can either increase the duration of this effect by one hour, or increase your hit points after being revivied by 5 points per essence.</p><p></p><p>Vampirificate</p><p>At the cost of one free essence, you can deal 1d4 negative energy damage to one creature with a melee touch attack. You gain temporary hit points equal to half the damage dealt. These hit points last for one hour. For each additional essence spent, you deal an additional 1d4 points of damage and gain more temporary hit points for it.</p><p></p><p>Your Soul Is Mying!</p><p>You drain the energy of the souls of nearby recently departed creatures.</p><p>For every creature within 10 ft. of you that died in the last two rounds, you regain one point of Free Essence that you have expended.</p><p>Creatures who's souls have been thus drained, are more diffacult to revive. Bringing them back to life requires a Wish, Limited Wish, Miracle or True Ressurection spell.</p><p></p><p></p><p></p><p>Have you read Magic of Incarnum? the magic in it works vaguely similar to this one (I only noticed this when I was typing up these things, it might just be that I made them wrong). You might be able to adopt a rule limiting the maximum Essence that can be invested in any one power at a time; if that were likely to become a problem (sorry, I didn't read your rules thouroughly enough to see if it would)</p><p></p><p>Hope one of these might help give you an idea. But, it's your campaign. I got them by stealing ideas from the spells in the Undeath Domain from Libris Mortis. I just made up all the numbers for them, so they could be off, I don't know. It would be pretty easy to find numbers in the books for this stuff. I know Manipulate the living is way off. You can't control 12HD of undead at first level, that's just ridiculas.</p><p></p><p>as sources for these things you could use either Necromantic Spells (wizard or cleric spells, since both have them) or special qualities of Undead creatures (I included abilities based off of Vampires and Liches, the two most prominent in my mind. though that's because I'm making stats for some). If you have any difficulties thinking of anything.</p><p></p><p>I definately advise rethinking the names of any of these you choose to use (if any). The aren't very good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="modred, post: 3441489, member: 51185"] well, I'll try to suggest something, but they aren't exactly in the same spirit as your ones are; Undeath Restorate As a standard action, you can fill 10 ft. burst around you with negative energy at the cost of one free essence. This effect causes 1d6 points of damage to living creatures, but heals undead instead of harming them. For every additional essence you spend on this ability you can either increase the damage by two or increase the range by 10 ft. Undeath Simulacrum As long as you have essence invested in this ability, you are healed by negative energy, and harmed by positive energy. For every essence you spend on this ability, you gain resistance to positive energy which increases by five per essence invested. Life to Undeath At the cost of free essence, you can transform a living creature within 30 ft. into an undead. The target must make a Fort save (DC 10+invested Essence) or die. Targets killed by this effect come back as undead within 48 hours. The exact race of undead is determined by the GM. You cannot use this spell to target a creature with more hit dice then yourself. This is a: Necromantic, Death-Effect. Manipulate the Unliving This effect allows you to control the actions of 1d4 hit dice of undead at the cost of one free Essence. For each additional essence spent, the amount of undead controlled increases by 1d4. This effect does not allow you to control intelligent undead, only mindless undead can be effected. Qualify for Life Insurance If you expend on free essence on this ability, and then die during the next hour, you will instantly be revivied at -5 hit points. For each additional essence you expend on this ability, you can either increase the duration of this effect by one hour, or increase your hit points after being revivied by 5 points per essence. Vampirificate At the cost of one free essence, you can deal 1d4 negative energy damage to one creature with a melee touch attack. You gain temporary hit points equal to half the damage dealt. These hit points last for one hour. For each additional essence spent, you deal an additional 1d4 points of damage and gain more temporary hit points for it. Your Soul Is Mying! You drain the energy of the souls of nearby recently departed creatures. For every creature within 10 ft. of you that died in the last two rounds, you regain one point of Free Essence that you have expended. Creatures who's souls have been thus drained, are more diffacult to revive. Bringing them back to life requires a Wish, Limited Wish, Miracle or True Ressurection spell. Have you read Magic of Incarnum? the magic in it works vaguely similar to this one (I only noticed this when I was typing up these things, it might just be that I made them wrong). You might be able to adopt a rule limiting the maximum Essence that can be invested in any one power at a time; if that were likely to become a problem (sorry, I didn't read your rules thouroughly enough to see if it would) Hope one of these might help give you an idea. But, it's your campaign. I got them by stealing ideas from the spells in the Undeath Domain from Libris Mortis. I just made up all the numbers for them, so they could be off, I don't know. It would be pretty easy to find numbers in the books for this stuff. I know Manipulate the living is way off. You can't control 12HD of undead at first level, that's just ridiculas. as sources for these things you could use either Necromantic Spells (wizard or cleric spells, since both have them) or special qualities of Undead creatures (I included abilities based off of Vampires and Liches, the two most prominent in my mind. though that's because I'm making stats for some). If you have any difficulties thinking of anything. I definately advise rethinking the names of any of these you choose to use (if any). The aren't very good ;) [/QUOTE]
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