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Take a look at these necromantic spells
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<blockquote data-quote="Dakkareth" data-source="post: 1799470" data-attributes="member: 9928"><p>It should affect all creatures powered by negative energy, should have made that clearer.</p><p></p><p></p><p>Good call, I should put in something to address this issue. The way it's supposed to work is, that the caster is only remotely aware of his body's surroundings while using the sight power (it's on and off at will during the duration). He wouldn't fall down, but he'd better be standing still. A good slap from a companion should still reach him.</p><p></p><p></p><p>Normally I don't like the concept of material components either, but the DM insisted and balance wise it's a good idea with this spell. Maybe I should say, that it's an [evil] spell as opposed to a 'not nice' spell.</p><p></p><p></p><p>I hoped to make it clear in the spell description: The caster's body hosts the spirit of the undead creature, mindless as it is in the case of skeletons or zombies and is thus indirectly under the control of the caster. He doesn't know anything about it except distance to his own possessing spirit. </p><p></p><p>If the caster's body is within one mile of the undead, when it is destroyed, the caster's mind is shunted back into his own body, otherwise he's out of luck and dies. These are the risks with such spells ...</p><p></p><p>Would it be unbalancing to make this range 1 mile/level instead of a flat 1 mile distance, at which the retransfer works? What about increasing the duration? While the spell lasts, the possessed undead can be farther away from the caster's body anyway.</p><p></p><p>The spell I compare it to for balancing would be <em>magic jar</em>, which has a much longer duration, allows shifting between bodies and has a far more general target description.</p><p></p><p></p><p>I take it 'inquiry' has connotations I'm not aware of as non-native speaker? What alternatives would you suggest?</p><p></p><p></p><p></p><p>As I see it, it is said nowhere, that the two spells per level a wizard gets automatically have to be spells that are on some list ... Also the character in question spent a long time of his career at an academy of necromancy. Finally I think, that any wizard worth his salt should have <strong>at least</strong> this many custom spells by the time he reaches this level. It's, what he does for a living, it's what distinguishes him from a sorcerer (the create as many spells as you like bit).</p></blockquote><p></p>
[QUOTE="Dakkareth, post: 1799470, member: 9928"] It should affect all creatures powered by negative energy, should have made that clearer. Good call, I should put in something to address this issue. The way it's supposed to work is, that the caster is only remotely aware of his body's surroundings while using the sight power (it's on and off at will during the duration). He wouldn't fall down, but he'd better be standing still. A good slap from a companion should still reach him. Normally I don't like the concept of material components either, but the DM insisted and balance wise it's a good idea with this spell. Maybe I should say, that it's an [evil] spell as opposed to a 'not nice' spell. I hoped to make it clear in the spell description: The caster's body hosts the spirit of the undead creature, mindless as it is in the case of skeletons or zombies and is thus indirectly under the control of the caster. He doesn't know anything about it except distance to his own possessing spirit. If the caster's body is within one mile of the undead, when it is destroyed, the caster's mind is shunted back into his own body, otherwise he's out of luck and dies. These are the risks with such spells ... Would it be unbalancing to make this range 1 mile/level instead of a flat 1 mile distance, at which the retransfer works? What about increasing the duration? While the spell lasts, the possessed undead can be farther away from the caster's body anyway. The spell I compare it to for balancing would be [i]magic jar[/i], which has a much longer duration, allows shifting between bodies and has a far more general target description. I take it 'inquiry' has connotations I'm not aware of as non-native speaker? What alternatives would you suggest? As I see it, it is said nowhere, that the two spells per level a wizard gets automatically have to be spells that are on some list ... Also the character in question spent a long time of his career at an academy of necromancy. Finally I think, that any wizard worth his salt should have [b]at least[/b] this many custom spells by the time he reaches this level. It's, what he does for a living, it's what distinguishes him from a sorcerer (the create as many spells as you like bit). [/QUOTE]
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Take a look at these necromantic spells
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