Necromancy and YOU

That was another reason for it. I love desecrate. DN with Tomb-Tainted Soul dont need inflicts, of course, as their touch attack heals themself, but inflicts heal the undead, also.
 

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I've never agreed with the schools of magic in D&D... it was a cumbersome system that was shoved into 2nd without much thought other than it sounded cool. Honestly, the 'eight schools of magic' is probably one of the worst holdovers from 2nd... IMHO. /rant off

If you are married to the idea have having magic by schools then I would redefine them to your satisfaction. I always though it was odd that Conjuration includes: Calling, Creation, Healing, Summoning, and Teleportation even though Necromancy was the school dedicated to understanding life and death.

Thank you for your time,
William Holder
 

nec·ro·man·cy /ˈnɛkrəˌmænsi/ Pronunciation Key - Show Spelled Pronunciation[nek-ruh-man-see] Pronunciation Key - Show IPA Pronunciation
–noun
1.a method of divination through alleged communication with the dead; black art.
2.magic in general, esp. that practiced by a witch or sorcerer; sorcery; witchcraft; conjuration.



I also miss the reversible spells, Srhink and enlarge being one spell, cure and inflict
hmm
i think i'll bring those back too
 

Seeten said:
My Dread Necromancer was an Arcane Disciple: Undeath(or Death) whichever one gave the inflict spells(Tomb-Tainted Soul) but I could have taken Arcane Disciple: Healing instead.

You dont even need the inflict spells, tomb-tainted soul and charnel touch = killer combo...i dont think i may allow it tho
 


Sure, game balance superceedes what makes sense......ooook

Making healing spells necromancy instead of conjuration... i dont see how that ruins balance?

what because 1 class can choose its 1 choseable spell every 4 levens on a healing spell?

i think not
 

I've seen it explained a few ways. The one that came the closest to making sense was that healing spells 'conjured' some small fragment of the positive planes into someone else, curing their wounds and whatnot.

Personally, I'd either redefine Necromancy as the study of *death*, or give the cure spells the necromancy school.

Speaking of odd school placement... Why is Cause Fear necromancy? Wouldn't it make more sense as an enchantment?
 

bestone said:
You dont even need the inflict spells, tomb-tainted soul and charnel touch = killer combo...i dont think i may allow it tho

Charnel Touch only heals you of 1 hp per round as a Tomb-Tainted Soul. Check the text of Charnel Touch again. Thus why I went out and got Inflicts. Yes, you can heal out of combat at a rate of 1 hp/round, but thats awful, and in combat, I needed to heal my minions faster.
 

Notmousse said:
I've seen it explained a few ways. The one that came the closest to making sense was that healing spells 'conjured' some small fragment of the positive planes into someone else, curing their wounds and whatnot.
Conjuring Divine Power along with positive enegy.

Necromancy draws power off victims and sucks life out of things.
 

I've always considered necromancy the study of the spirit and negitive energy; specifically bending the spirit and its effect on the body to your will. You can't play with the flesh directly, only through the spirit. Things like creat undead are powered by a "mock spirit" that is fully under your control or sheer negitive energy. But a spirit may not be returned to its own body without the concent of a divine entity. In that light, not being able ot heal makes perfect sense.
 

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