How would you design a Necromancer in 1E.
How would you design a Necromancer in 1E.
Using just the three core books and early modules (not Dragon), how would you design something as close to a necromancer as possible (say around 12th)? What class(s), spells, languages, magic items perhaps that sort of thing.
"I prefer dangerous freedom over peaceful slavery."
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Re: How would you design a Necromancer in 1E.
I dunno if it should be a distinct sub-class of the m-u or the cleric, but either way, I'd heavily use Smith's Empire of The Necromancers as inspiration, and would have to create some new spells for it, and it would need bonuses to the Control Undead table.
"The cave you fear to enter holds the treasure you seek." - Joseph Campbell
Re: How would you design a Necromancer in 1E.
There was a Necromancer class in early White Dwarf
I can scan the pages if you wanted a look...
I can scan the pages if you wanted a look...
Re: How would you design a Necromancer in 1E.
I did one for Knockspell #1. So, I guess that's exactly how I would design it. As an NPC class of course.
KELLRI
All Killer No Filler
Wrestling bears is not easy. It's almost impossible to get them to sell for you. - Superstar Billy Graham
All Killer No Filler
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Re: How would you design a Necromancer in 1E.
Ditto (although mine wasn't for KS
).
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Re: How would you design a Necromancer in 1E.
I remember that. In this case I'm trying to avoid making a distinct subclass with unique spells and abilities. I suppose the best bet would be a MU Cleric? Which spells would you take? Also, does the DMG or MM mention something like a Necromancer (the way it goes into shaman)?Kellri wrote:I did one for Knockspell #1. So, I guess that's exactly how I would design it. As an NPC class of course.
"I prefer dangerous freedom over peaceful slavery."
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
- Philotomy Jurament
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Re: How would you design a Necromancer in 1E.
Hmm. Well, here are the PH MU spells that are necromantic:AxeMental wrote:In this case I'm trying to avoid making a distinct subclass with unique spells and abilities.
- feign death (3)
- animate dead (5)
- reincarnation (6)
Nevertheless, if you wanted MU spells as part of a necromancer built using only core rules, I guess I'd go half-elf C/MU (but a half-elven necromancer seems a bit girly, or something -- maybe make it a hot, emo half-even chick necromancer). I guess I'm just biased towards humans. Besides, wouldn't your necromancer want to become a lich, at some point?
For a human, I guess I'd dual-class. Maybe start as a cleric, then dual-classes over to MU. If the human goes to 5th level cleric, he'll have 3rd level Cleric spells and auto-turn/influence skeletons, zombies, and ghouls. Then dual into MU for seven levels, which will give him up to 4th level MU spells (including monster summoning II -- see below). Or you could reverse the order, in which case you'll be a dual class MU5/C7 and have up to 3rd level MU spells and 4th level Cleric spells. And you'll auto turn/influence undead up to ghasts.
As for the MU spells, I'd go for flavor. Divination spells are easily "colored" as receiving info from dead spirits or psychic memory of the dead or something. Lots of individual spells can be renamed and re-skinned for necromantic flavor. Sleep becomes Little Death, Ventriloquism becomes Ghost Whisper, Stinking Cloud becomes Stench of the Grave, Hold Person becomes Rigor Mortis, et cetera.
One fairly significant thing you could do for a "necromancer" MU is have his monster summoning spells always summon undead. The Players Handbook spell descriptions say the summoned monsters are randomly determined by the referee. Create some special "necromancer" monster summoning tables. That's not really a "special power," it's just a random list that is appropriate to the circumstances, just like you'd use different random tables for a standard MU casting the spell underwater vs. on land.
Last edited by Philotomy Jurament on Tue Oct 18, 2011 4:48 am, edited 1 time in total.
Re: How would you design a Necromancer in 1E.
IIRC, I didn't really add new spells per se, so much as collecting both MU & Cleric spells into a class-specific list. You could do a straight MU/CL necromancer, but it would lack either necromancy (prophecy via the dead) or creating undead.
KELLRI
All Killer No Filler
Wrestling bears is not easy. It's almost impossible to get them to sell for you. - Superstar Billy Graham
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Re: How would you design a Necromancer in 1E.
What I would do is raise the experience requirement (probably 3,001 to hit level two and 14,000,001 to hit level twelve) and lower the spell level of necromantic magic. So, for instance, a necromancer would treat animate dead as a fourth level spell.
[i]It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.[/i]
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– Yoshida Kenko (1283-1350), [i]Tsurezure-Gusa[/i] (1340)
Re: How would you design a Necromancer in 1E.
Assuming we're going for an Evil Necromancer...here's my pick of the spells
Cleric
First Level Spells:
Cure Light Wounds (reversed)
Detect Evil (reversed)
Detect Magic
Light
Protection from Evil (reversed)
Purify Food & Drink (reversed)
Remove fear (reversed)
Second Level Spells:
Resist Fire
Silence, 15' Radius
Third Level Spells:
Animate Dead
Continual Light
Speak with Dead
Fourth Level Spells:
Cure Serious Wounds(reversed)
Protection From Evil, 10' Radius(reversed)
Fifth Level Spells:
Cure Critical Wounds(reversed)
Dispel Evil(reversed)
Raise Dead(reversed)
Sixth Level Spells:
Heal(reversed)
Seventh Level Spells:
Holy(unholy) Word
Regenerate(reversed)
Restoration(reversed)
Resurrection(reversed)
I had a look at the MU spell list, and don't actually think there is any need to take from there at all with these possible exceptions:
Darkness 15' Radius(2)
Scare(2)
Fear(4)
Death Spell(6)
Repulsion(6)
Power Word, Kill(9)
I think most of those spell effects are more or less replicated by the spells in the Cleric Spell list though. The Druid has Finger of Death(7), which could be quite a nice addition.
I reckon the Cleric's spell selection and its turn undead ability makes it the way to go...all the way to 18th Level and then you become a lich(no...not that kind!). Bingo...one bad-ass Necromancer.
Cleric
First Level Spells:
Cure Light Wounds (reversed)
Detect Evil (reversed)
Detect Magic
Light
Protection from Evil (reversed)
Purify Food & Drink (reversed)
Remove fear (reversed)
Second Level Spells:
Resist Fire
Silence, 15' Radius
Third Level Spells:
Animate Dead
Continual Light
Speak with Dead
Fourth Level Spells:
Cure Serious Wounds(reversed)
Protection From Evil, 10' Radius(reversed)
Fifth Level Spells:
Cure Critical Wounds(reversed)
Dispel Evil(reversed)
Raise Dead(reversed)
Sixth Level Spells:
Heal(reversed)
Seventh Level Spells:
Holy(unholy) Word
Regenerate(reversed)
Restoration(reversed)
Resurrection(reversed)
I had a look at the MU spell list, and don't actually think there is any need to take from there at all with these possible exceptions:
Darkness 15' Radius(2)
Scare(2)
Fear(4)
Death Spell(6)
Repulsion(6)
Power Word, Kill(9)
I think most of those spell effects are more or less replicated by the spells in the Cleric Spell list though. The Druid has Finger of Death(7), which could be quite a nice addition.
I reckon the Cleric's spell selection and its turn undead ability makes it the way to go...all the way to 18th Level and then you become a lich(no...not that kind!). Bingo...one bad-ass Necromancer.
Re: How would you design a Necromancer in 1E.
For an NPC, there wouldn't be much design at all. I might make up a few spells which could be used in combat against the NPCs, and roll his HP with d4s, but otherwise, the Necromancer would be almost entirely "behind the curtain", and all of the undead and other supernatural creepiness would just be due to the "power of the nec-ro-mancaaahhhhhhrrrrr"*.AxeMental wrote:Using just the three core books and early modules (not Dragon), how would you design something as close to a necromancer as possible (say around 12th)? What class(s), spells, languages, magic items perhaps that sort of thing.
I wouldn't allow it as a PC.
*: Sing it like Ronnie James Dio!
Re: How would you design a Necromancer in 1E.
No, sing it like Geddy!
Brooding in the tower
Watching o'er his land
Holding ev'ry creature
Helplessly they stand
Gaze into his prisms
Knowing they are near
Lead them to the dungeons
Spectres numb with fear
They bow defeated
Brooding in the tower
Watching o'er his land
Holding ev'ry creature
Helplessly they stand
Gaze into his prisms
Knowing they are near
Lead them to the dungeons
Spectres numb with fear
They bow defeated
Behold as he enters the clearing
Planet Iommi is nearing!
"AD&D: It's got a cop motor, a four hundred and forty cubic inch plant. It's got cop tires, cop suspensions, cop shocks. It's a model made before catalytic converters, so it'll run good on regular gas. It's the best."
- EOTB
Planet Iommi is nearing!
"AD&D: It's got a cop motor, a four hundred and forty cubic inch plant. It's got cop tires, cop suspensions, cop shocks. It's a model made before catalytic converters, so it'll run good on regular gas. It's the best."
- EOTB
Re: How would you design a Necromancer in 1E.
I been out-Dirked!Joe Mac wrote:No, sing it like Geddy!![]()
Brooding in the tower
Watching o'er his land
Holding ev'ry creature
Helplessly they stand
Gaze into his prisms
Knowing they are near
Lead them to the dungeons
Spectres numb with fear
They bow defeated
Re: How would you design a Necromancer in 1E.
Here's my necromancer. Stolen heavily from the 1e illusionist and a bit from everquest. I haven't worked out the last bit about replacing magic item creation with undead army creation...
I was thinking that at 11th level, necromancers gain the ability to control undead as an evil cleric of 1/2 their own level rounded down.
I was thinking that at 11th level, necromancers gain the ability to control undead as an evil cleric of 1/2 their own level rounded down.
Re: How would you design a Necromancer in 1E.
This actually seems very Gygaxian Fran.francisca wrote:For an NPC, there wouldn't be much design at all. I might make up a few spells which could be used in combat against the NPCs, and roll his HP with d4s, but otherwise, the Necromancer would be almost entirely "behind the curtain", and all of the undead and other supernatural creepiness would just be due to the "power of the nec-ro-mancaaahhhhhhrrrrr"*.AxeMental wrote:Using just the three core books and early modules (not Dragon), how would you design something as close to a necromancer as possible (say around 12th)? What class(s), spells, languages, magic items perhaps that sort of thing.
I wouldn't allow it as a PC.
*: Sing it like Ronnie James Dio!
"I prefer dangerous freedom over peaceful slavery."
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant