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Community
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Necromancy Isn't Evil
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<blockquote data-quote="Clay_More" data-source="post: 1805560" data-attributes="member: 9813"><p>I was thinking when making <em>Aging Touch</em> what a good, permanent reward would be. XP was the only thing I found to be good enough, Ability Scores would be slightly overpowering. The amount of XP you can gain from <em>Aging Touch</em> is slightly limited, in a group of players the caster will often expend more XP on creating magic items or casting XP costing spells. I have another spell that gives a caster the ability to extend his own life span, but normally a player cares little for his lifespan. I knew when writing it that some people would be against a spell giving XP, its not really something that is normal. Thats why I made the gainable amount low and the drain it imposes permanent to really avoid abuse. Of course, the point of the spell is to be abused, but not too greatly.</p><p></p><p>The <em>Claim Corpse</em> was meant as a simple utility spell, protecting against Ressurection would be far more power. I have a higher level spell, <em>Corpse Gem</em> that dissolves a corpse, transferring it into a gem (so the dead person can not be ressurected without a <em>True Ressurection</em> spell and it becomes easily carriably for the caster). </p><p></p><p>I wouldn't mind hearing some opinions about the other spells, I know it was a huge load I suddenly posted out of the blue <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I am working on a spell-list for an unmentionable book at the moment, so I am trying to come up with ways to make Necromancy more interesting. Many places talk about Necromancy as the "Evil, forbidden lore", but looking merely at the spells no only in the PhB as well as other books, its not really powerful compared to other schools. When I read most definitions of Necromancy, it seems like it should be slightly more powerful than other schools, but also widely mistrusted and disdained. Even Necromancers who focus on neutral or good aspects of it would be persecuted by zealous Paladins or angry lynch-mobs. </p><p></p><p>I am trying to look for some advantages of using the Tyre creations that aren't as evil as the ones presented here, learning about Anatomy and healing by creating them perhaps. Unfortunately, D&D offers little rules about researching and spending time studying, so this aspect wouldnt be an advantage.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 1805560, member: 9813"] I was thinking when making [i]Aging Touch[/i] what a good, permanent reward would be. XP was the only thing I found to be good enough, Ability Scores would be slightly overpowering. The amount of XP you can gain from [i]Aging Touch[/i] is slightly limited, in a group of players the caster will often expend more XP on creating magic items or casting XP costing spells. I have another spell that gives a caster the ability to extend his own life span, but normally a player cares little for his lifespan. I knew when writing it that some people would be against a spell giving XP, its not really something that is normal. Thats why I made the gainable amount low and the drain it imposes permanent to really avoid abuse. Of course, the point of the spell is to be abused, but not too greatly. The [i]Claim Corpse[/i] was meant as a simple utility spell, protecting against Ressurection would be far more power. I have a higher level spell, [i]Corpse Gem[/i] that dissolves a corpse, transferring it into a gem (so the dead person can not be ressurected without a [i]True Ressurection[/i] spell and it becomes easily carriably for the caster). I wouldn't mind hearing some opinions about the other spells, I know it was a huge load I suddenly posted out of the blue :D I am working on a spell-list for an unmentionable book at the moment, so I am trying to come up with ways to make Necromancy more interesting. Many places talk about Necromancy as the "Evil, forbidden lore", but looking merely at the spells no only in the PhB as well as other books, its not really powerful compared to other schools. When I read most definitions of Necromancy, it seems like it should be slightly more powerful than other schools, but also widely mistrusted and disdained. Even Necromancers who focus on neutral or good aspects of it would be persecuted by zealous Paladins or angry lynch-mobs. I am trying to look for some advantages of using the Tyre creations that aren't as evil as the ones presented here, learning about Anatomy and healing by creating them perhaps. Unfortunately, D&D offers little rules about researching and spending time studying, so this aspect wouldnt be an advantage. [/QUOTE]
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