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Necromancy Isn't Evil
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<blockquote data-quote="Clay_More" data-source="post: 1795958" data-attributes="member: 9813"><p>I don't mind this thread being hijacked when discussing the issue of which spells define as being evil, its a little bit what I am trying to find out. I think when you animate something with Negative Energy, it is evil, but if you simply animate something so that it can sustain its own existence as a living creature (i.e. the fleshpuppet), it might not be evil. The idea I had myself with the spell is that a small heart is used to circulate the blood inside the flesh of the fleshpuppet, keep the flesh alive in a natural manner. No soul is required, because the spell simply uses the natural reactions of the flesh and heart. Actually, electricity or a small amount of positive energy would be sufficient to "jumpstart" the heart so the fleshpuppet becomes a living entity (completely devoid of intelligence, but still), similar to the experiments in Frankenstein where they make arms and hands move with jolts of electricity. </p><p></p><p>You mentioned that 1st. Edition mummies were animated by positive Energy, but they were still evil. That isn't much different from using positive energy in a <em>Ressurection</em> spell to bring back to life an evil person. The spell is positive, but the re-animated person is still evil. Its not always exactly clear when a spell is itself is evil or if it isn't evil, but simply used for evil purposes.</p><p></p><p></p><p></p><p><strong>Dragoolh’s Vampiric Link</strong></p><p><em>Necromancy</em></p><p><strong>Level:</strong> Clr 7, Sor/Wiz 7</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 round</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> Fortitude negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>Dragoolh’s Vampiric Link</em> creates a connection between the target and the caster. The target is allowed a Fortitude Saving Throw to resist the spell, but if he fails the caster has tapped into his life energy, from which he can pull energy into himself. Each round the caster can transfer up to 5 Hitpoints from the target and into himself. The target is not allowed any additional Saving Throws to resist this drain once it has failed the initial Saving Throw. The caster can choose to transfer less than 5 Hitpoints if he wishes to. These transferred Hitpoints can never cause the caster to succeed his normal maximum amount of Hitpoints. Both living and undead casters can be healed of damage by using <em>Dragoolh’s Vampiric Link</em>, but constructs are not affected (if the caster is a construct, he will still be able to cause the target to loose 5 Hitpoints every round though). If the target ever moves beyond the range of the spell, the spell is instantaneously dispelled. The spell is sometimes used on the creature created by <em>Tyre’s Fleshpuppet</em> or <em>Tyre’s Fleshslave</em>.</p><p><strong>Material Component:</strong> The tooth of a vampire.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 1795958, member: 9813"] I don't mind this thread being hijacked when discussing the issue of which spells define as being evil, its a little bit what I am trying to find out. I think when you animate something with Negative Energy, it is evil, but if you simply animate something so that it can sustain its own existence as a living creature (i.e. the fleshpuppet), it might not be evil. The idea I had myself with the spell is that a small heart is used to circulate the blood inside the flesh of the fleshpuppet, keep the flesh alive in a natural manner. No soul is required, because the spell simply uses the natural reactions of the flesh and heart. Actually, electricity or a small amount of positive energy would be sufficient to "jumpstart" the heart so the fleshpuppet becomes a living entity (completely devoid of intelligence, but still), similar to the experiments in Frankenstein where they make arms and hands move with jolts of electricity. You mentioned that 1st. Edition mummies were animated by positive Energy, but they were still evil. That isn't much different from using positive energy in a [i]Ressurection[/i] spell to bring back to life an evil person. The spell is positive, but the re-animated person is still evil. Its not always exactly clear when a spell is itself is evil or if it isn't evil, but simply used for evil purposes. [b]Dragoolh’s Vampiric Link[/b] [i]Necromancy[/i] [b]Level:[/b] Clr 7, Sor/Wiz 7 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 round [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] 1 minute/level [b]Saving Throw:[/b] Fortitude negates [b]Spell Resistance:[/b] Yes [i]Dragoolh’s Vampiric Link[/i] creates a connection between the target and the caster. The target is allowed a Fortitude Saving Throw to resist the spell, but if he fails the caster has tapped into his life energy, from which he can pull energy into himself. Each round the caster can transfer up to 5 Hitpoints from the target and into himself. The target is not allowed any additional Saving Throws to resist this drain once it has failed the initial Saving Throw. The caster can choose to transfer less than 5 Hitpoints if he wishes to. These transferred Hitpoints can never cause the caster to succeed his normal maximum amount of Hitpoints. Both living and undead casters can be healed of damage by using [i]Dragoolh’s Vampiric Link[/i], but constructs are not affected (if the caster is a construct, he will still be able to cause the target to loose 5 Hitpoints every round though). If the target ever moves beyond the range of the spell, the spell is instantaneously dispelled. The spell is sometimes used on the creature created by [i]Tyre’s Fleshpuppet[/i] or [i]Tyre’s Fleshslave[/i]. [b]Material Component:[/b] The tooth of a vampire. [/QUOTE]
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