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Items found in a Necromancers Laboratory
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<blockquote data-quote="Clay_More" data-source="post: 704719" data-attributes="member: 9813"><p>I would say that I would prefer skymage's assesment on the Chains of Storage, that they should cost 2000 gp. After all, the item is one that is supposed to be found in larger numbers to be usable (having 1 corpse ready to create a zombie from isn't enough. Any decent Necromancer would require 10-15 zombies or more to have any real effect. That would be equal to at least 250.000 gp if you made the Chains cost 25.000 each. I would still say that the required spell as well as creator alignment are good, as suggested by Jemal. </p><p></p><p>Prerequisites: Gentle Repose, Creator must be Evil</p><p>Market Price: 2,000 GP(Cleric)</p><p></p><p>So this would be my assesment. Since Gentle Repose is already a spell with a long-term effect, it doesn't benefit as greatly from being permanent as other spells. What would the cost then be if a wizard had created the item?</p><p></p><p>As for the Cauldron of Bones, its a bit more powerful. After all, you can "cook" one corpse in perhaps 24 hours (I didn't mention it in the description, but it sounds okay to me) and it has a permanent effect after that. I would say that Jemal's assesment of required spells sounds quite right:</p><p></p><p>Prerequisites: Resist Elements, Animate Dead</p><p>Market Price: 12,000</p><p></p><p>Resist Elements, I should have come up with that. Since the spell only works on skeletons that are used to create undead, Animate Dead is a good option as well. Off course, since it involves animate dead, its only an item that an evil person would construct. </p><p></p><p>Okay, last one. </p><p></p><p>Prerequisites: Ability to rebuke/Command Undead, 10th lvl Cleric, Creator Must be Evil</p><p>Market Price: 11,000</p><p></p><p>I would agree with the ability to rebuke undead. Thats what the chair does. But, i can also see that the description involves some curing effect, to keep the victim alive longer. So Cure Moderate Wounds might be additional spell requirements as well. The price of this item should be a little higher than 11.000 in my opinion, I dont know if you determined the price from the required level 10 cleric needed to create it. I would believe an iron chair would require quite a good deal of materials to be created, thus adding a little to the price. </p><p>For damage, I would say 1 hp/minute. If the person in the chair attemps to break free, he has to succeed a Escape Artist check against a DC of 30 or a Strength Check against a DC 25. It shouldn't be possible for a commoner to break out of the chair. Any escape attempt causes 1d10 points of damage and causes any additional attempts to be made with a -4 penalty. </p><p>Any mage attempting to cast a stilled spell may do so if he succeeds a Concentration check against a DC of 30. The chair is more painful than its damaging. </p><p></p><p>Prerequisites: Cure Moderate Wounds, Ability to rebuke/Command Undead, 10th lvl Cleric, Creator Must be Evil</p><p>Market Price: 50,000</p><p></p><p>Dont know how you feel about that assesment?</p><p>Anyways, ill get the other items in here ASAP. Seems I get some good points about them <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><p></p><p>Anyways, ill just repost another necromantic item, for your viewing pleasure. </p><p></p><p>Frost Chamber</p><p>The Frost Chamber is a 4 feet tall cylinder made of metal. Most people would describe it as a coffin that is standing up. The front of the Frost Chamber is made of glass, enabling onlookers to observe the contents of the chamber. The inside of the chamber is clearly very cold, both the glass and metal casing being covered in a thin layer of frost. </p><p>Necromancers that have plenty of time on their hands (i.e. liches) mainly use the Frost Chamber. A zombie that is placed in a Frost Chamber will absorb strength from the cold, growing in power over the years. Each ten years a zombie spends in a Frost Chamber permanently gives it one extra hit point. Every twenty years, the zombie becomes so permanently cold that it causes one point of extra damage on melee attacks, the extra damage counts as cold damage for determining resistances etc. A zombie can only benefit from a maximum of one hundred years in a Frost Chamber (after which it will have gained 10 additional hitpoints and a bonus damage of +5). The zombie needs to have been animated before entering the Frost Chamber, otherwise the item will not work. The chamber has 40 hit points and a hardness of 5. If the chamber is destroyed, that zombie will no longer gain any further benefits. Yet, the benefits it has already gained are permanent. If the zombie was to enter a Frost Chamber again, it would first need to spend a number of years equal to the time it has already spent in it before it would begin to gain powers. Thus, if a zombie has spend 30 years in a Frost Chamber and has gained 3 additional hitpoints and 1 extra point of damage, it would need to spend 30 years again if it left the Frost Chamber for some reason or another. Then, after another 10 years, it would gain 1 hit points and 1 extra point of damage. </p><p>The necromancer can still command his zombie minions while they are in a Frost Chamber. If his lair is attacked, he can order his zombie to break free from the Frost Chambers, which they will do by clawing their way out of the cylinders. The Frost Chambers are themselves completely immune to cold damage. A Frost Chamber can fit one medium-sized zombie, yet it should be possible to create larger variations that could contain larger zombies.</p><p></p><p>In my opinion, this item would require Cone of Cold, Animate Dead and perhaps Endurance and Magic Weapon. The price shouldn't be too high, since it should be something that a necromancer could have many of...</p></blockquote><p></p>
[QUOTE="Clay_More, post: 704719, member: 9813"] I would say that I would prefer skymage's assesment on the Chains of Storage, that they should cost 2000 gp. After all, the item is one that is supposed to be found in larger numbers to be usable (having 1 corpse ready to create a zombie from isn't enough. Any decent Necromancer would require 10-15 zombies or more to have any real effect. That would be equal to at least 250.000 gp if you made the Chains cost 25.000 each. I would still say that the required spell as well as creator alignment are good, as suggested by Jemal. Prerequisites: Gentle Repose, Creator must be Evil Market Price: 2,000 GP(Cleric) So this would be my assesment. Since Gentle Repose is already a spell with a long-term effect, it doesn't benefit as greatly from being permanent as other spells. What would the cost then be if a wizard had created the item? As for the Cauldron of Bones, its a bit more powerful. After all, you can "cook" one corpse in perhaps 24 hours (I didn't mention it in the description, but it sounds okay to me) and it has a permanent effect after that. I would say that Jemal's assesment of required spells sounds quite right: Prerequisites: Resist Elements, Animate Dead Market Price: 12,000 Resist Elements, I should have come up with that. Since the spell only works on skeletons that are used to create undead, Animate Dead is a good option as well. Off course, since it involves animate dead, its only an item that an evil person would construct. Okay, last one. Prerequisites: Ability to rebuke/Command Undead, 10th lvl Cleric, Creator Must be Evil Market Price: 11,000 I would agree with the ability to rebuke undead. Thats what the chair does. But, i can also see that the description involves some curing effect, to keep the victim alive longer. So Cure Moderate Wounds might be additional spell requirements as well. The price of this item should be a little higher than 11.000 in my opinion, I dont know if you determined the price from the required level 10 cleric needed to create it. I would believe an iron chair would require quite a good deal of materials to be created, thus adding a little to the price. For damage, I would say 1 hp/minute. If the person in the chair attemps to break free, he has to succeed a Escape Artist check against a DC of 30 or a Strength Check against a DC 25. It shouldn't be possible for a commoner to break out of the chair. Any escape attempt causes 1d10 points of damage and causes any additional attempts to be made with a -4 penalty. Any mage attempting to cast a stilled spell may do so if he succeeds a Concentration check against a DC of 30. The chair is more painful than its damaging. Prerequisites: Cure Moderate Wounds, Ability to rebuke/Command Undead, 10th lvl Cleric, Creator Must be Evil Market Price: 50,000 Dont know how you feel about that assesment? Anyways, ill get the other items in here ASAP. Seems I get some good points about them :) Anyways, ill just repost another necromantic item, for your viewing pleasure. Frost Chamber The Frost Chamber is a 4 feet tall cylinder made of metal. Most people would describe it as a coffin that is standing up. The front of the Frost Chamber is made of glass, enabling onlookers to observe the contents of the chamber. The inside of the chamber is clearly very cold, both the glass and metal casing being covered in a thin layer of frost. Necromancers that have plenty of time on their hands (i.e. liches) mainly use the Frost Chamber. A zombie that is placed in a Frost Chamber will absorb strength from the cold, growing in power over the years. Each ten years a zombie spends in a Frost Chamber permanently gives it one extra hit point. Every twenty years, the zombie becomes so permanently cold that it causes one point of extra damage on melee attacks, the extra damage counts as cold damage for determining resistances etc. A zombie can only benefit from a maximum of one hundred years in a Frost Chamber (after which it will have gained 10 additional hitpoints and a bonus damage of +5). The zombie needs to have been animated before entering the Frost Chamber, otherwise the item will not work. The chamber has 40 hit points and a hardness of 5. If the chamber is destroyed, that zombie will no longer gain any further benefits. Yet, the benefits it has already gained are permanent. If the zombie was to enter a Frost Chamber again, it would first need to spend a number of years equal to the time it has already spent in it before it would begin to gain powers. Thus, if a zombie has spend 30 years in a Frost Chamber and has gained 3 additional hitpoints and 1 extra point of damage, it would need to spend 30 years again if it left the Frost Chamber for some reason or another. Then, after another 10 years, it would gain 1 hit points and 1 extra point of damage. The necromancer can still command his zombie minions while they are in a Frost Chamber. If his lair is attacked, he can order his zombie to break free from the Frost Chambers, which they will do by clawing their way out of the cylinders. The Frost Chambers are themselves completely immune to cold damage. A Frost Chamber can fit one medium-sized zombie, yet it should be possible to create larger variations that could contain larger zombies. In my opinion, this item would require Cone of Cold, Animate Dead and perhaps Endurance and Magic Weapon. The price shouldn't be too high, since it should be something that a necromancer could have many of... [/QUOTE]
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