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Speaking plainly from a SL standpoint, Hollowfaust, to me, is not only an great book, it's a great city. It's a DIFFERENT city. It's also a city where, I think, much of the old school fantasy tropes are pushed to the wayside, especially concerning Necromancers. Regardless of that, Hollowfaust I think, is the perfect Neutral ground for most any campaign as they have their own laws and their own way of doing things. Good and Evil can exist in semi-harmonious nature, just no chaos. I'm also glad that Hollowfaust can exist OUTSIDE the bounds of the Scarred Lands for those looking for a place to settle their campaign ideas.
 

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Possible 'Good' Necro spell?

This was a defensive spell I developed, it is primarily Transmutation, but manipulates Positive (or 'Life') Energy, so by the 'old' standards, is also necro. Opinions?


Radiant Flesh
Transmutation/Necromancy
Level: Wiz/Sor 2
Components: V
Casting Time: Free Action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: none/(harmless)
Spell Resistance: No


This spell imbues the casters flesh with energy from the Positive Energy Plane. The casters skin takes on a ‘healthy glow’ and causes damage to those who remain in contact with him for extended periods of time.

Effects: When contact is maintained between the caster and another being for one round or more, the other creature takes 1d8 + 1/2levels (+10 max) positive energy damage per round. This damage occurs on the round after contact is initiated, immediately before the other creatures turn, and on every subsequent round that contact continues, there is no save against this damage, but ending contact with the caster prevents future damage. Undead, and creatures powered by negative energy suffer 2d8 + 1/level (+20 max) damage per round, including the first round of contact. Clothing and armor are no barrier to this energy, although a creature protected by Protection from Magical Energy or a similar spell is immune to damage, this spell does not function in a dead-magic area. The casters familiar (if any) is also protected from harm as its magical connection to the caster shields it from harm just as the caster suffers no harm from contact with himself.
 
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