sigurd
2006-12-22, 10:41 AM
Fleshcrafter's Gift
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: other, Hematite Amulet
Duration: until discharged
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a prick of the target's blood the necromancer takes one hit point from the target and seals it in an amulet. This creates a powerful protective magic item keyed only to that target. If in the presence of this item the target's new hp total falls between 0 and -9 the Amulet returns the hp and automatically stabilizes the body. This discharges the spell. If, in the presence of this item, the target dies (drops below -10 hp) the amulet crumbles to dust with the affects of a gentle repose spell lasting the caster level/days.
The reduction must be at least one hp. So long as the amulet exists this hp is subtracted from the target's upper total. The in game affects of this are a weary resolve, that some portion of you is spent preparing to defeat death. The keyed amulet is intimately connected to the target, beyond his\her closest possessions.
The caster can lift his own spell of this type at any time, for the cost of a day's 3rd level spell slot. Any necromancer can try to free the hp of previous castings and destroy the amulet, wherever it might be, with a repeat of this spell and a successful dispel magic. A caster cannot have two concurrent instances of this spell on the same target.
The material component for this spell is a piece of hematite jewelry enchanted beneath the light of a new moon and 100gp in consumed materials.
I'm trying to balance the spell. It's very handy and something that I think my players would use. I don't want it to be entirely safe though - or cheap.
I also think it could be used by necromancers to bind servants - they would cast the spell and then keep the item themselves.
I'd appreciate any constructive comment and opinion if you think its fair and balanced.
Sigurd
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: other, Hematite Amulet
Duration: until discharged
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a prick of the target's blood the necromancer takes one hit point from the target and seals it in an amulet. This creates a powerful protective magic item keyed only to that target. If in the presence of this item the target's new hp total falls between 0 and -9 the Amulet returns the hp and automatically stabilizes the body. This discharges the spell. If, in the presence of this item, the target dies (drops below -10 hp) the amulet crumbles to dust with the affects of a gentle repose spell lasting the caster level/days.
The reduction must be at least one hp. So long as the amulet exists this hp is subtracted from the target's upper total. The in game affects of this are a weary resolve, that some portion of you is spent preparing to defeat death. The keyed amulet is intimately connected to the target, beyond his\her closest possessions.
The caster can lift his own spell of this type at any time, for the cost of a day's 3rd level spell slot. Any necromancer can try to free the hp of previous castings and destroy the amulet, wherever it might be, with a repeat of this spell and a successful dispel magic. A caster cannot have two concurrent instances of this spell on the same target.
The material component for this spell is a piece of hematite jewelry enchanted beneath the light of a new moon and 100gp in consumed materials.
I'm trying to balance the spell. It's very handy and something that I think my players would use. I don't want it to be entirely safe though - or cheap.
I also think it could be used by necromancers to bind servants - they would cast the spell and then keep the item themselves.
I'd appreciate any constructive comment and opinion if you think its fair and balanced.
Sigurd