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Help me construct this Necromantic spell!
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<blockquote data-quote="JimAde" data-source="post: 1575205" data-attributes="member: 16739"><p>This spell is very icky. I like it.</p><p> </p><p>The <a href="http://srd.pbemnexus.com/spellsS.html#spectral-hand" target="_blank">Spectral Hand </a>spell takes 1d4 points from the caster (which is then the Hand's HP). If the Hand is destroyed these HPs are lost, but can be healed normally. Taking that as a comparison, I'd say your 1 HP per level seems reasonable. Unlike Spectral Hand, though, I'd say those HPs are gone permanently if the construct is destroyed. They could be restored with powerful magic like <a href="http://srd.pbemnexus.com/spellsPtoR.html#regenerate" target="_blank">Regenerate</a>. </p><p> </p><p>I'd keep the casting time at 10 rounds. That's kind of a "standard" length (lots of spells use it) and is long enough to keep the spell from being useful in combat. In most cases the difference between 1 minute and 6 minutes won't matter for game purposes.</p><p> </p><p>The rule "Invisibility Rings work but no others do" seems odd. Why not just say no rings work? The necromancer will just have to cast Invisibility or whatever on the construct. Of course he won't be able to use a metamagic rod when he does <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (no free hand).</p><p> </p><p>You should probably include a sentence to the effect that the caster can see and hear what the construct can, only on the same plane (unless you want it to work across planes).</p><p> </p><p>My 2 coppers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JimAde, post: 1575205, member: 16739"] This spell is very icky. I like it. The [url="http://srd.pbemnexus.com/spellsS.html#spectral-hand"]Spectral Hand [/url]spell takes 1d4 points from the caster (which is then the Hand's HP). If the Hand is destroyed these HPs are lost, but can be healed normally. Taking that as a comparison, I'd say your 1 HP per level seems reasonable. Unlike Spectral Hand, though, I'd say those HPs are gone permanently if the construct is destroyed. They could be restored with powerful magic like [url="http://srd.pbemnexus.com/spellsPtoR.html#regenerate"]Regenerate[/url]. I'd keep the casting time at 10 rounds. That's kind of a "standard" length (lots of spells use it) and is long enough to keep the spell from being useful in combat. In most cases the difference between 1 minute and 6 minutes won't matter for game purposes. The rule "Invisibility Rings work but no others do" seems odd. Why not just say no rings work? The necromancer will just have to cast Invisibility or whatever on the construct. Of course he won't be able to use a metamagic rod when he does :) (no free hand). You should probably include a sentence to the effect that the caster can see and hear what the construct can, only on the same plane (unless you want it to work across planes). My 2 coppers :) [/QUOTE]
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Help me construct this Necromantic spell!
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