Maho-Tsukai
2010-12-16, 04:45 PM
Exlcuding 3rd party and Dragon Magnetize exclusives like the Death Master, 3.5e has little options for the Arcane Necromancer aspiring to have an undead legion. While the Dread Necromancer certainly gets to have a big army, wizards and sorcerers get shafted in the whole "commanding lots of undead" area of necromancy and to me that's a big shame. Thus, instead of changing the classes I have decided to start to homebrew a series of spells and feats which allow the arcane necromancer(but specifically the wizard) the ability to compete with clerics in the legion animating aspect of necromancy. However, my issue is that what I have made thus far is not balanced and thus I want your help balancing it.
New Wiz/Sorc spells
Lesser Animate Dead
Necromancy [Evil]
Level: Wiz/Sorc 2
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Standard Action
Area: Special
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell acts as Animate Dead in all ways except the following. Corpses animated by this spell may be no older then one day per level of the caster. The creatures animated by this spell are not completely functional and only stay animated as long as the caster devotes some portion of his attention to their existence. This spell instantly ceases if the caster loses consciousness. If the caster is stunned or otherwise unable to think clearly, the undead pause during this time. The caster may still cast spells freely while he/she has undead animated by this spell under his/her control. If an undead creature animated with this spell is “killed” it turns to dust, leaving the remains unable to be animated again. The Materal components for this spell is a drop of blood, a piece of human flesh and bone dust which must be sprinkled on the corpses animated with this spell. This spell possesses it's own control pool and animation limit which is identical to that of the Animate Dead spell.
Desecration
Evocation [Evil]
Level: Wizard/Sorc 3
Components: V, S. M
Casting Time: 1 Standard Action
Range: Close
Area: 20-ft. radius emanation
Duration 2 hours/level
Saving Throw: None
Spell Resistance: Yes
This spell acts as the Desecrate spell except as noted. Anybody who casts Lesser Animate Dead, Animate Dead, Greater Animate Dead or Perfect Animate Dead in an area desecrated by this spell can chose to create double the amount of undead those spells would normally allow a caster to animate. In addition, any shrine, alter or permanent fixture dedicated to any evil aligned god gives undead in the area desecrated by this spell the bonuses the desecrate spell gives to undead for a shrine, alter or permanent fixture dedicated to a cleric’s patron deity being present in the desecrated zone.
Animate Skeletal Minions
Necromancy [Evil]
Level: Wiz/Sorc 3
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Standard Action
Area: Special
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This Spell acts in the same manner as Animate Dead except for the following differences. All undead animated by this spell are skeletons. All flesh is removed from the corpses by the negative energy this spell channels into the bodies. This spell possesses it's own control pool and animation limit that is identical to that of the spell Animate Dead. This spell is treated as the spell "Animate Dead" for the effects of spells such as Desecrate and Desecration, as well as feats like Legion of Undeath
Animate Zombie Minions
Necromancy [Evil]
Level: Wiz/Sorc 4
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Standard Action
Area: Special
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell acts in the same manner as Animate Skeletal Minions except it animates zombies instead of skeletons and no flesh is removed from the bodies during the casting of this spell. This spell possesses it's own control pool and animation limit that is identical to that of the spell Animate Dead. This spell is treated as the spell "Animate Dead" for the effects of spells such as Desecrate and Desecration, as well as feats like Legion of Undeath
Greater Animate Dead
Necromancy [Evil]
Level: Wiz/Sorc 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell functions in the exact same manner as the spell Animate Dead except as noted. The limit on the number of Undead this spell can create is 3HD per caster level rather then 2 HD per caster level. In addition, the amount of undead created by this spell that the caster can control is 6HD per caster level rather then the standard 4HD per caster level.
Perfect Animate Dead
Necromancy [Evil]
Level: Wiz/Sorc 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell functions in the exact same manner as the spell Animate Dead except as noted. The limit on the number of Undead this spell can create is 4HD per caster level rather then 2 HD per caster level. In addition, the amount of undead created by this spell that the caster can control is 8HD per caster level rather then the standard 4HD per caster level.
All other spells are [WIP]
New Feats
Zone of Desecration
Prerequisites: Corpsecrafter, Ability to cast the spell Desecration
Benefits: You gain an ability identical to the Zone of Desecration class feature of the True Necromancer prestige class. At 13th level and onward, this ability gains the benefits of the Major Desecration class feature of the True Necromancer prestige class.
Legions of Undeath
Prerequisite: Corpsecrafter, Ability to cast the spell Lesser Animate Dead
Benefits: You add your intelligence or charisma modifier, whichever is higher, to the number of undead you can control with the spells Lesser Animate Dead, Animate Dead, Greater Animate Dead and Perfect Animate Dead. This ability dose not stack with the Undead Mastery class feature and if you already possess or gain the Undead Mastery class feature while you have this feat all spells that would be effected by this feat are instead effected by the Undead Mastery class feature.
All other new feats are [WIP]
__________________________________________________ _______________
Please note that all of these feats and spells are WIPs and thus I want your input on how to balance them if they are unbalanced. In addition, once I finish all of these and get your input I would like to start a sort of "community project" to assemble all Necromancy related homebrew from this forum including feats,classes, PrCs, spells ect.. into one nicely assembled pdf that will be the ultimate resource for necromancy homebrew that can be used in 3.5e.
I know that some of you are going to ask why these homebrew spells I have made are not also on the cleric list and that's because I don't want them to be. These spells and feats where created for wizards(and sorcerers, though wizards where at the forefront of my mind for this) to be able to be on-par with clerics in the necromancy department. Thus, while these spells do make them good animators, if clerics got them then they would once again be better then wizards at necromancy. Thus, these feats and spells where created to give wizards some things which can replicate key cleric abilities and some things that clerics can't do as far as animating minions goes. That's why their not on the cleric list. Clerics are good enough animators with their current list, wizards(and sorcerers) are not. So, despite how much you tell me to put these spells on the cleric list I will absolutely refuse to do so. Not to be rude or anything but telling me to do so is a lost cause because it won't happen and I just want to make that clear to anybody who had that question in mind when reading through these.
So, can any of you help me make these more balanced/better.(Though without putting them on the cleric list.)
New Wiz/Sorc spells
Lesser Animate Dead
Necromancy [Evil]
Level: Wiz/Sorc 2
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Standard Action
Area: Special
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell acts as Animate Dead in all ways except the following. Corpses animated by this spell may be no older then one day per level of the caster. The creatures animated by this spell are not completely functional and only stay animated as long as the caster devotes some portion of his attention to their existence. This spell instantly ceases if the caster loses consciousness. If the caster is stunned or otherwise unable to think clearly, the undead pause during this time. The caster may still cast spells freely while he/she has undead animated by this spell under his/her control. If an undead creature animated with this spell is “killed” it turns to dust, leaving the remains unable to be animated again. The Materal components for this spell is a drop of blood, a piece of human flesh and bone dust which must be sprinkled on the corpses animated with this spell. This spell possesses it's own control pool and animation limit which is identical to that of the Animate Dead spell.
Desecration
Evocation [Evil]
Level: Wizard/Sorc 3
Components: V, S. M
Casting Time: 1 Standard Action
Range: Close
Area: 20-ft. radius emanation
Duration 2 hours/level
Saving Throw: None
Spell Resistance: Yes
This spell acts as the Desecrate spell except as noted. Anybody who casts Lesser Animate Dead, Animate Dead, Greater Animate Dead or Perfect Animate Dead in an area desecrated by this spell can chose to create double the amount of undead those spells would normally allow a caster to animate. In addition, any shrine, alter or permanent fixture dedicated to any evil aligned god gives undead in the area desecrated by this spell the bonuses the desecrate spell gives to undead for a shrine, alter or permanent fixture dedicated to a cleric’s patron deity being present in the desecrated zone.
Animate Skeletal Minions
Necromancy [Evil]
Level: Wiz/Sorc 3
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Standard Action
Area: Special
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This Spell acts in the same manner as Animate Dead except for the following differences. All undead animated by this spell are skeletons. All flesh is removed from the corpses by the negative energy this spell channels into the bodies. This spell possesses it's own control pool and animation limit that is identical to that of the spell Animate Dead. This spell is treated as the spell "Animate Dead" for the effects of spells such as Desecrate and Desecration, as well as feats like Legion of Undeath
Animate Zombie Minions
Necromancy [Evil]
Level: Wiz/Sorc 4
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Standard Action
Area: Special
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell acts in the same manner as Animate Skeletal Minions except it animates zombies instead of skeletons and no flesh is removed from the bodies during the casting of this spell. This spell possesses it's own control pool and animation limit that is identical to that of the spell Animate Dead. This spell is treated as the spell "Animate Dead" for the effects of spells such as Desecrate and Desecration, as well as feats like Legion of Undeath
Greater Animate Dead
Necromancy [Evil]
Level: Wiz/Sorc 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell functions in the exact same manner as the spell Animate Dead except as noted. The limit on the number of Undead this spell can create is 3HD per caster level rather then 2 HD per caster level. In addition, the amount of undead created by this spell that the caster can control is 6HD per caster level rather then the standard 4HD per caster level.
Perfect Animate Dead
Necromancy [Evil]
Level: Wiz/Sorc 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Targets: One or more corpses touched
Saving Throw: None
Spell Resistance: None
This spell functions in the exact same manner as the spell Animate Dead except as noted. The limit on the number of Undead this spell can create is 4HD per caster level rather then 2 HD per caster level. In addition, the amount of undead created by this spell that the caster can control is 8HD per caster level rather then the standard 4HD per caster level.
All other spells are [WIP]
New Feats
Zone of Desecration
Prerequisites: Corpsecrafter, Ability to cast the spell Desecration
Benefits: You gain an ability identical to the Zone of Desecration class feature of the True Necromancer prestige class. At 13th level and onward, this ability gains the benefits of the Major Desecration class feature of the True Necromancer prestige class.
Legions of Undeath
Prerequisite: Corpsecrafter, Ability to cast the spell Lesser Animate Dead
Benefits: You add your intelligence or charisma modifier, whichever is higher, to the number of undead you can control with the spells Lesser Animate Dead, Animate Dead, Greater Animate Dead and Perfect Animate Dead. This ability dose not stack with the Undead Mastery class feature and if you already possess or gain the Undead Mastery class feature while you have this feat all spells that would be effected by this feat are instead effected by the Undead Mastery class feature.
All other new feats are [WIP]
__________________________________________________ _______________
Please note that all of these feats and spells are WIPs and thus I want your input on how to balance them if they are unbalanced. In addition, once I finish all of these and get your input I would like to start a sort of "community project" to assemble all Necromancy related homebrew from this forum including feats,classes, PrCs, spells ect.. into one nicely assembled pdf that will be the ultimate resource for necromancy homebrew that can be used in 3.5e.
I know that some of you are going to ask why these homebrew spells I have made are not also on the cleric list and that's because I don't want them to be. These spells and feats where created for wizards(and sorcerers, though wizards where at the forefront of my mind for this) to be able to be on-par with clerics in the necromancy department. Thus, while these spells do make them good animators, if clerics got them then they would once again be better then wizards at necromancy. Thus, these feats and spells where created to give wizards some things which can replicate key cleric abilities and some things that clerics can't do as far as animating minions goes. That's why their not on the cleric list. Clerics are good enough animators with their current list, wizards(and sorcerers) are not. So, despite how much you tell me to put these spells on the cleric list I will absolutely refuse to do so. Not to be rude or anything but telling me to do so is a lost cause because it won't happen and I just want to make that clear to anybody who had that question in mind when reading through these.
So, can any of you help me make these more balanced/better.(Though without putting them on the cleric list.)