Removing a School of Magic

reiella

Explorer
I'm considering mostly just wholely removing the necromancy school of magic from my campaign (mostly as I'd like to just universally replace it with Necromancers from EQRPG).

Was considering how the ramifications of that would be, beyond making necromantic spells unselectable by wizards, clerics, etc (pretty much, non-necromancers).

Just trying to consider the ramifications of that change and possibly ways to account for it.

1) It's more difficult to be a diviner, and some other specialty mages.

2) Inflict chain of spells/Spontaneous casting

3) Domain spells that are necromantic.

My thought on #3 is simply just let there still be continued domain access to those spells since it is still a special case. 2 is alot more of an issue, possibly just extend the Inflict line to clerics as well?

1 I don't know... My feeling right now is to just let it play that way.

As to why I want to do this, mostly I want necromancy to be taboo and strictly controlled by a single organization/church as well as hold a different feel from the conventional magic users.

I'm sure I've missed some other possible reprecussions but just fishing for comments/ideas/suggestions :).
 

log in or register to remove this ad

It's actually pretty cool, as I am a player in a campaign where the characters are only used to 1 good god, and there are no necromantic spells available to us. It kinda threw me off as a wizard player at first since there are some pretty good necro spells, but after I got into it I liked it a lot. We are at mid 3rd level now, and we haven't seen if the enemy casters can use the necro spells on us, but I would kinda assume so. I would say it's a good restriction to have with a good party, but if a player is into being bad it might just make him/her feel hemmed in with a class that is already too weak IMO.
 

Pets & Sidekicks

Remove ads

Top