Necromancer's Legacy 2: Q&A

Its a bit of a shame that Ghosts are the way they are. Could be interesting getting them as a part of a campaign or scenario as something other than merely encounters.
In my opinion, ghosts and spirits shouldn't be something you just went up and fought like you do other monsters. Actually, unless they are manifesting themselves, the spirits dont have stats like normaly monsters.
 

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Hello Clay_More,
Clay_More said:
Yeah, I did get it. Im going to print it out tomorrow evening. I have been getting used to getting things printed out as soon as I get a chance, since I cant download here where I am normally.

I had another weapon ability from an earlier venture that I is planning on using.

Trail of Depravity
The Weapon is constantly surrounded by a swirling cloud of black materia. The black matter is actually unholy energy that seeps forth slowly. The weapon causes 1d8 extra points of damage against living creatures.


IMHO If it´s really unholy materia, the creator should be a cleric of some kind. :)
If it´s only :) negative energy material also a wizard or sorcerer could create the weapon.

The black cloud isnt strongly connected to the weapon and if the wielder swings his sword, residue will be left over from the cloud. The residue will linger on for five rounds before dispersing. If the wielder, for example, attacks a creature in one round, he will leave black residue in the 5 ft. square even if he hit or not. Anyone moving through that square would have to roll a reflex saving throw against a DC of 12 or take 1d8 points of unholy damage. For every attack beyond the first done against a creature in that square, the DC increases by +2. The creature standing in the square has to roll the saving throw every round as well.

DC 12 Fortitude, Refelx or Will ?
Increasing DCs during the spell duration is IIRC not a normal game mechanic in D&D, is it your creation ?
If the DC increases every round at some point every person automaticlally fails his save, so it is automatic damage in that round.

The weapon leaves more and more residue as it is use, which is why it becomes increasingly harder to avoid it.
The wielder can use a full round action to completely taint a 5 ft. square, making it impossible for anyone moving through the square to avoid it. The square needs to be empty before the wielder can perform this action though. Anyone moving through such a tainted square takes 2d8 points of unholy damage.

Market Price: +4, perhaps +5
Requirements: Craft Magic Arms and Armors, Enervation
I do not know, if +4 or +5 will be the correct value for the market price, but if it is so a +1 Trail of Depravity Weapon (actually a +6 Market price weapon) is very expensive but the DC 12+ is lousy.

IMHO the Trail of Depravity feature is similar (not excatly the same) like a flaming weapon. Incease the DC to 14 or 16 and decrease the market price to +2 or +3

Just my 2 cents
yenncio
 

It was merely a rough draft (so to speak) but some good things you noticed.

IMHO If it´s really unholy materia, the creator should be a cleric of some kind.

Its going to be Negative materia, to enable all spellcasters to create it.

DC 12 Fortitude, Refelx or Will ?

Look in the quote above that comment :) Its Reflex

Increasing DCs during the spell duration is IIRC not a normal game mechanic in D&D, is it your creation ?

Miasma actually used increasing DC's (From Masters of the Wild by WoTC). Otherwise, I think it should be fair enough (Its the reason the starting DC was set so low)

I do not know, if +4 or +5 will be the correct value for the market price, but if it is so a +1 Trail of Depravity Weapon (actually a +6 Market price weapon) is very expensive but the DC 12+ is lousy.

The DC 12 also increases partly with the character's level. More attacks enables the character to boost the DC even more. Starting DC is low, that is correct, but a Fighter with four attacks could make that DC 18 in one round.

Good points, I agree on the part about the requirements and the slightly vague explanation on what energy type causes the damage. It will be Negative, if I include the ability in the book.
 

Clay_More said:
It was merely a rough draft (so to speak) but some good things you noticed.



Its going to be Negative materia, to enable all spellcasters to create it.

So a person with the spell Negative Energy Protection on himself is immune to the additional damage.:)


Look in the quote above that comment :) Its Reflex
:)


Miasma actually used increasing DC's (From Masters of the Wild by WoTC).
Nasty spell:)


Otherwise, I think it should be fair enough (Its the reason the starting DC was set so low)
The effect you created is fair. Negative Energy Damage is a kind of Damage a party will normally face when fighting against undeads. If a party who knows they are fighting Undeads, normally will be protected against Negative Energy (not the entire party :)) .
If somebody living acquires such a weapon, the adventurers get the first time they encounter this opponent a nasty surprise:)
The second time they encounter this oppenent they will be protected:)


The DC 12 also increases partly with the character's level. More attacks enables the character to boost the DC even more. Starting DC is low, that is correct, but a Fighter with four attacks could make that DC 18 in one round.
And the Haste spell increases the DC by +2 ?
Ooops I overread the important part with the attacks :(
I thought each round the combat lasts the DC is increased by +2.


Good points, I agree on the part about the requirements and the slightly vague explanation on what energy type causes the damage. It will be Negative, if I include the ability in the book.
:)

Just my 2 cents
yennico

Edit: Spelling corrected
 
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And the Haste spell increases the DC by +2 ?
Ooops I overread the important part with the attacks
I thought each round the combat lasts the DC is increased by +2.

It doesn't directly increase it, but enables the warrior to make an additional attack which would increase the DC by +2.

Thx for the input
 

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