I'm trying to get my head wrapped around EoM properly as DM before I unleash it fully on my players.
Below is a spell concept/stats as I currently have them written. I'm trying to maintain some backwards compatibility to D20 Fantasy and backporting as best I can (13 MP ~ 6th Spell Level). I'm concerned about a couple of items; the spell level looks high for what the actual undead spawn looks like, I'm not sure I've got all the Spell Lists added up properly (Am I animating/de-animating? When is Transform Undead *not* animating or de-animating?), and there might be a more efficient way to produce the same effect. It's my fault for making the spell so complicated but as I'm still testing I'm sort of probing the system for boundary cases anyway.
Here goes...
Necromanos
Necromancy [Evil]
Casting Time: Two full rounds.
Duration: Up to ten minutes (D)
Range: 30 ft.
Target: A creature or corpse
Area of Effect: One creature targeted
Saving Throw: Fortitude Negates; Will Partial (See Text)
Spell Resistance: Yes
A harsh, guttural incantation and your subject begins to scream in agony clutching at their wrist before a terrible wet tearing noise announces the arrival of their new enemy, the animated bones of their own hand.
A subject, living or dead (but not undead), failing a Fortitude save loses the use of one hand while its bones are animated as a minion of the caster. The intense pain results in a minor dementia and Wisdom damage as well as the loss of the hand. The subject is entitled to a Will save against the dementia but even on success all other spell effects remain.
Elements Of Magic Audit/Build: Drain Mist 1/Transform Death 9/Charm <Creature> 1/Gen 2
* Drain Mist 1 - -2 to Wisdom or Constitution or -1 to both at Caster's option
* Transform Death 9 - 3 for Force Change, 4 for Strong Defenses, 2 for De-Animate
* Charm <Creature> 1 - HD Threshold 5, Confusion effect
* Gen 2 - 1 MP Duration, 1 MP Range
* 13 MP total (Requires caster level 13 minimum as-is)
Variants:
* The Confusion component of this spell can be omitted, making this a 12 MP spell. (Level 6)
* The 7 points for Force Change can be omitted if this spell is cast on a corpse or opponent not entitled to a Fortitude save making this a 6 MP spell. (Level 3)
* The CR of the hand may be increased by adding
Todo:
* Stats for the animated hand (CR 1/2 by default)
Below is a spell concept/stats as I currently have them written. I'm trying to maintain some backwards compatibility to D20 Fantasy and backporting as best I can (13 MP ~ 6th Spell Level). I'm concerned about a couple of items; the spell level looks high for what the actual undead spawn looks like, I'm not sure I've got all the Spell Lists added up properly (Am I animating/de-animating? When is Transform Undead *not* animating or de-animating?), and there might be a more efficient way to produce the same effect. It's my fault for making the spell so complicated but as I'm still testing I'm sort of probing the system for boundary cases anyway.
Here goes...
Necromanos
Necromancy [Evil]
Casting Time: Two full rounds.
Duration: Up to ten minutes (D)
Range: 30 ft.
Target: A creature or corpse
Area of Effect: One creature targeted
Saving Throw: Fortitude Negates; Will Partial (See Text)
Spell Resistance: Yes
A harsh, guttural incantation and your subject begins to scream in agony clutching at their wrist before a terrible wet tearing noise announces the arrival of their new enemy, the animated bones of their own hand.
A subject, living or dead (but not undead), failing a Fortitude save loses the use of one hand while its bones are animated as a minion of the caster. The intense pain results in a minor dementia and Wisdom damage as well as the loss of the hand. The subject is entitled to a Will save against the dementia but even on success all other spell effects remain.
Elements Of Magic Audit/Build: Drain Mist 1/Transform Death 9/Charm <Creature> 1/Gen 2
* Drain Mist 1 - -2 to Wisdom or Constitution or -1 to both at Caster's option
* Transform Death 9 - 3 for Force Change, 4 for Strong Defenses, 2 for De-Animate
* Charm <Creature> 1 - HD Threshold 5, Confusion effect
* Gen 2 - 1 MP Duration, 1 MP Range
* 13 MP total (Requires caster level 13 minimum as-is)
Variants:
* The Confusion component of this spell can be omitted, making this a 12 MP spell. (Level 6)
* The 7 points for Force Change can be omitted if this spell is cast on a corpse or opponent not entitled to a Fortitude save making this a 6 MP spell. (Level 3)
* The CR of the hand may be increased by adding
Todo:
* Stats for the animated hand (CR 1/2 by default)
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