Nethermancer Class

First, spirit dodge dose not require enslaving a spirit, just summoning a willing one.
Second, I can't see why Lawful Goods can't use necromancy, I think of it simply as magic biology, and besides the fact that Osiris is a death god with an unbeating heart. I'd let his paladins multiclass freely as necromancers anyway.
Third, I don't think that undead creating spells should be intrinsically evil unless the Undead in question is intrinsically evil or causes pain or discomfort to the corpse's soul.
Fourth, spirit hold only affects Outsiders and incorperal Undead.
Fifth, Enochian and Infernal spells refer to Enochian magic and Diabolism from the Dark Matter campaign setting.
Sixth, the minimum level for animal possession will be increased latter.
Lastly, acording to me healing goes under necromancy and there will be wizard healing spells in a while.
 

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This is a train wreck waiting to happen, not least because of details such as this:

The Great Bear King said:
Second, I can't see why Lawful Goods can't use necromancy, I think of it simply as magic biology, and besides the fact that Osiris is a death god with an unbeating heart. I'd let his paladins multiclass freely as necromancers anyway.

Lastly, acording to me healing goes under necromancy and there will be wizard healing spells in a while.

Now, I'm not saying this can't work in your campaign, I'm stating that it's going to have serious issues in terms of universal application.
 

I designed the prc for a normal D&D world/game. I can not design the nethermancer for your campaign because I do not play in your campaign and I do not know each of your house rules.

The Great Bear King said:
First, spirit dodge dose not require enslaving a spirit, just summoning a willing one.
You are right. A spirit can be an ethereal undead. Most etherial undeads are evil. So a good persons do not to consort or workt together with an evil creature. Do you want an evil, cold creature touch your body?
Good persons can use an air elemental instead of an evil undead spirit if they can convince the elemental to help them.


The Great Bear King said:
Second, I can't see why Lawful Goods can't use necromancy, I think of it simply as magic biology, and besides the fact that Osiris is a death god with an unbeating heart.
You are right with Osiris but most deities with domain death are neutral or evil.
Osiris is a very special deity.
Lawful good can not use necromancy because e.g. if they cast enervation they use negative energy. Negative energy is evil. Lawful good do not work with evil forces.

The Great Bear King said:
I'd let his paladins multiclass freely as necromancers anyway.
Are you yoking?
I do not know if you changed the rules but:
A paladin is a divine spellcaster and a necromancer an arcane spellcaster.
Normally a paladin will wear a full plate mail. In full plate mail an arcane spellcaster has a high chance of spell failure.
A paladin need high attributes in Wis, Cha, Str, Con. If he is lucky he has an int of 10 or 12.
A necromancer need int 10 + spell level to cast a spell. So the lucky paladin can cast only second level spells (with a high spell failure).
If the paladin raises his paladin level he looses one arcane caster level. If he raises his necromancer level he looses one divine caster level.
A paladin has to be lawful good and good clerics and paladins only get turn undead not rebuke undead.
A paladin follows the laws. There are burial customs and an unwritten law not to disturb the peace of a deads. There are also laws in many campaigns that prohibit creating undeads.

The Great Bear King said:
Third, I don't think that undead creating spells should be intrinsically evil unless the Undead in question is intrinsically evil or causes pain or discomfort to the corpse's soul.
Good persons create constructs instead of undeads.
All created undeads are evil by alignment...
How does a person feel then he is attacked by an animated corpse of his dead mother.

The Great Bear King said:
Fourth, spirit hold only affects Outsiders and incorperal Undead.
Then change my ability for your campaign.

The Great Bear King said:
Fifth, Enochian and Infernal spells refer to Enochian magic and Diabolism from the Dark Matter campaign setting.
I do not own the Dark Matter campaign setting.

The Great Bear King said:
Lastly, acording to me healing goes under necromancy and there will be wizard healing spells in a while.
Healing spells are normally the advantage of clerics...
 

moritheil said:
This is a train wreck waiting to happen, not least because of details such as this:



Now, I'm not saying this can't work in your campaign, I'm stating that it's going to have serious issues in terms of universal application.

I agree with you, it's not for most campaigns.
 

I don't see why negative energy is evil, it wasn't to begin with. Besides, it dosn't have to be the unwritten law of the land that you can't create Undead. If you had a grave robbing epidemic wouldn't you want someone to animate the dead as their own guards. Simply animate the Undead, conjure up their soul, and ask if they would guard their fellow dead. If not, let that spirit go back to its final resting place and cast dispell magic on the zombie you made.
 

No offense, but this class is insanely unbalanced.

Two good saves, templated familiars, lots of bonus abilities, full spell casting capabilities...the list goes on and on. I'd gently suggest to any player that offered this write up to me for a new /core/ class that they consider a rebuild as a PrC with fairly stringent requirements to qualify.

That said, if this is acceptable in your game world, I sincerely hope you have fun with it. :)
 

The Great Bear King said:
I don't see why negative energy is evil, it wasn't to begin with.
I do not want to argue about this. Most peaole see positive energy as good and negative as bad, evil.

The Great Bear King said:
If you had a grave robbing epidemic
I can not think of a normal reason why there should be a grave robbing epidemic.
Why should grave robbers raid normal graves except they need the dead bodies for a necromancer?
Grave robbers who seek wealth raid only tombs from rich persons. The descendants of these persons can buy protections for these tombs. In a normal campaign not so many tombs of a dead rich person exist without proper protections (traps, etc...).
If there is a grave robbing epidemic dead bodies are burned before the ash is buried.

The Great Bear King said:
wouldn't you want someone to animate the dead as their own guards. Simply animate the Undead, conjure up their soul, and ask if they would guard their fellow dead.
Why should a spirit want to guard the graves? You can not think of a spirit as a normal mortal. The job of the living is to protect the peace of the dead.
Many villages cremate the dead bodies becasue so no undead can be created.
 

Col_Pladoh said:
Actually, the negative isn't necessarily evil or inherantly malign. Consider Osiris, the Egyptian god of the dead and his afterlife world, the Duat or Tuat. Neither is positive necessarily good ot benign. Using the same pantheon, consider Ra supporting Set over Horus son of Osiris and Isis. Osiris put him in his place, though... :uhoh:

Cheers,
Gary

Negative energy was never meant to be inherintly evil.
 

These are a few nethermancer, wizard, and sorcerer spells I'd like you to look at.
If you want any one to thank go to the Silver Dragon website.

Zone of Life (Pal 4, Nether/Wiz 3) By Chris
School: Abjuration [Good]
Components: V, S
Casting Time: 1 round
Range: Personal
Area/Effect/Target: 15ft centred on self
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: Yes


The circle lasts for 1 minute per divine caster level or until the caster dispels it or the caster is knocked out or slain. While the spell is active the caster may forbid any and all undead from entering the circle. If several undead try to enter the zone at the same time then they each make a saving throw and a spell resistance test (if relevant). If some of them pass then they can pass unhindered into the circle, whereas the others have to stay outside. However if the creatures that entered the circle then leave it again they must make another saving throw to enter the circle again. If the caster forces the area onto an undead being then the caster must make a concentration check (DC 20) to maintain the spell. If he passes the check then the undead are pushed away (if they fail their Will saving throws.)

Heavenly Light (Wiz/ Nether3)
School: Abjuration [Good]
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Area/Effect/Target: 20ft radius, centered on caster
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Description
Casting heavenly light has two effects. First all allies of the caster, within the area of effect, gain a +2 sacred bonus on Will saving throws, while opponents of evil alignment within the area of effect incur a -2 morale penalty on all Will saving throws. The second effect is that the caster heals 1 hit point per round for the duration of the spell, and evil opponents cannot heal magically while in the area of effect.
While the spell is in effect, the caster radiates dozens of minute golden beams of light, shining as if the caster herself were made of glass.

Divine Focus: Cleric’s or holy warrior’s holy symbol in conjunction with a diamond with a value of at least 20gp.

Lightburst (Wiz/ Nether1)

School: Evocation [Light]
Components: V,S,M,DF
Casting Time: 1 action
Range: 15 ft.
Area/Effect/Target: 15 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Description
A brilliant flash of white light erupts from the top of the your head or hat forming a burst with a 15-foot radius. Any creature that was looking in your direction must make a Reflex save to look away in time. A failed saving throw indicates that the creature is dazed for one round and dazzled for one round per caster level (maximum of 5 rounds). A successful save indicates that the creature is only dazzled for one round and is not dazed. If a creature was not looking directly at you, or only had you in its peripheral vision, it gets a +2 circumstance bonus to its saving throw. Any creature that had its eyes closed, or was not looking in your direction, is unaffected. Your allies need to also make saves, if they were looking your way, although a simple shout of warning should suffice.

Arcane Material Component: A small shard of crystal.

Darkbolt (Sor/Nether 3)
School: Evocation [Evil]
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area/Effect/Target: 1 living creature
Duration: Instantaneous, Soul Bind 5 hours
Saving Throw: Fortitude half
Spell Resistance: Yes
Description
You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is unholy energy, so it harms most creatures, but heals evil outsiders and doesn’t affect other evil creatures. Any good creature that takes damage from the bolt and fails his save is also stunned for one round. Any one killed with this spell suffers the affects of Soul Bind for up to five hours.

I modified the spells a bit.
 

I'd like to mention, just to save space, when you redo the characters, you don't need to copy down the fluff, if it's not changed. That would make reading the thread a lot easier.
 

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