Turanil
First Post
Well, not so long ago I did ask about including some D&D classes into a Grim Tales campaign, and Wulf suggested to do it without bothering to explain why normal wizards would go along Grim Tales classes restricted on magic.
However, I like coherent explanations in a game. So, I thought about the following NPC necromancer, and would like to know what others around think about it (some flaws I didn't notice), or have ideas for improving it. (Or maybe have some additional and different ideas they could share here)
Grim Tales spellcasters. Normally anybody can cast a spell, provided he has some spellcraft ranks and found a spell-formula that he understood. However, if anyone can cast a spell, it is really draining on the life force, thus can only be done very infrequently. Now, some classes have access to a talent that reduce the life-force draining. Using such talent, a gifted high level Smart Adventurer would make a great magician, while having more hit-points, much more skill-points and feats, and other advantages when compared to a regular wizard. Note btw, that regular wizards (and other SRD spellcasters) are not supposed to exist in a Grim Tales campaign.
That special Necromancer NPC. Now suppose that an evil necromancer found a way to bypass the hidrance of drawing upon his life-force to cast spells. He has found a way, a much evil one in fact. The problem is that he designed his own class (i.e: Wizard necromancer specialist), forfeiting many skill points and feats, and having to also forfeit multiclassing to develop this odious ability. The fact is, the necromancer can still cast spells as everyone else (in this Grim Tales campaign) in drawing upon his lifeforce. However, he has also learned to prepare spells each morning. That is, each spell is prepared linked to a sacrificial victim (usually a slave). Of course, the process is complex and demanding, so he can only prepare a limited selection of spells that increase as he goes up in level (like a normal wizard's spell slots). So, for the prepared spells, when he cast spells he doesn't lose Strength points, but this is the slave / prisoner linked that loses the Constitution instead. Now maybe the slaves must be close, maybe linked with some energy link or what not (something visible, but cannot be severed physically).
What do you think?
However, I like coherent explanations in a game. So, I thought about the following NPC necromancer, and would like to know what others around think about it (some flaws I didn't notice), or have ideas for improving it. (Or maybe have some additional and different ideas they could share here)
Grim Tales spellcasters. Normally anybody can cast a spell, provided he has some spellcraft ranks and found a spell-formula that he understood. However, if anyone can cast a spell, it is really draining on the life force, thus can only be done very infrequently. Now, some classes have access to a talent that reduce the life-force draining. Using such talent, a gifted high level Smart Adventurer would make a great magician, while having more hit-points, much more skill-points and feats, and other advantages when compared to a regular wizard. Note btw, that regular wizards (and other SRD spellcasters) are not supposed to exist in a Grim Tales campaign.
That special Necromancer NPC. Now suppose that an evil necromancer found a way to bypass the hidrance of drawing upon his life-force to cast spells. He has found a way, a much evil one in fact. The problem is that he designed his own class (i.e: Wizard necromancer specialist), forfeiting many skill points and feats, and having to also forfeit multiclassing to develop this odious ability. The fact is, the necromancer can still cast spells as everyone else (in this Grim Tales campaign) in drawing upon his lifeforce. However, he has also learned to prepare spells each morning. That is, each spell is prepared linked to a sacrificial victim (usually a slave). Of course, the process is complex and demanding, so he can only prepare a limited selection of spells that increase as he goes up in level (like a normal wizard's spell slots). So, for the prepared spells, when he cast spells he doesn't lose Strength points, but this is the slave / prisoner linked that loses the Constitution instead. Now maybe the slaves must be close, maybe linked with some energy link or what not (something visible, but cannot be severed physically).
What do you think?