PDA

View Full Version : An old (Second edition) idea made new again. White Necromancy.



Duke Malagigi
2007-07-12, 12:23 AM
The original thread is here (http://boards1.wizards.com/showthread.php?t=830680).

Hi there. I would like some help reestablishing necromancy as the school of healing and bring back the distinctions between White, Gray and Black Necromancy. We will also allow arcanists (other than bards) to cast such healing spells using their own power. First let's cover White Necromancy.

White Necromancy

White Necromancy is the branch of the necromantic arts and sciences which covers healing and biological improvements upon the living. It also involves using the caster's own life force (read as health) to the benefit of the caster or others, to protect from harm due to necromantic attacks or effects or to combat the undead. In Second Edition the only methods that mages could use to heal others was to take that damage themselves. While I wish to allow mages in this Edition to do the same I also want to develop methods that require material components instead. I've already started this process. Will any one help me with this?

Arcane White Necromancy spells so far.

0 Level spells
Disrupt Undead
Necromancy
Level: Sor/Wiz 0

Least Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 0

Preserve Organ
Necromancy
Level: Wiz/Sor 0
From the Book of Vile Darkness. Don't ask me why.

Touch of Rest
Necromancy (Healing)
Level: Wiz/Sor 0 (removes fatigue, changes exhaustion to fatigue)

1st Level spells
Least Medicinal Aliment
Necromancy (Healing)
Level: Wiz 1

Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 1

Touch of Warmth
Necromancy (Healing)
Level: Wiz/Sor 1 (heals 1d6 + 1 str, panicks undead)

2nd Level spells

Bone Chill - FB
Necromancy
Level: Sor/Wiz 2
Corporeal undead are held by a thick layer of frost.

Decay
Necromancy
Level: Sor/Wiz 2

False Life
Necromancy
Level: Sor/Wiz 2

Lesser Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 2

Life Bolt - SpC
Necromancy
Level: Sor/Wiz 2
1 ray/2 levels draws 1 hp from you to deal 1D12 damage to undead.

Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 2

Remove Blindness/Deafness
Necromancy (Healing)
Level: Sor/Wiz 2

3rd Level spells

Disrupt Undead, Greater - SpC
Necromancy
Level: Sor/Wiz 3
As disrupt undead, but 1D8 damage/level.

Halt Undead
Necromancy
Level: Sor/Wiz 3

Improved Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 3

Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 3


4th Level spells

Cure Disease
Necromancy (Healing)
Level: Wiz/Sor 4

Greater Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 4

Improved Medicinal Aliment
Necromancy (Healing)
Level: Wiz 4

Restive Dirge
Necromancy
Level: Brd 4, Wiz/Sor 4

5th Level spells

Bind Undead
Necromancy
Level: Sor/Wiz 5 (Also a fifth level cleric spell)

Graft Flesh-Converted by Neumi
Necromancy
Level: Sor/Wiz 5

Greater Medicinal Aliment
Necromancy (Healing)
Level: Wiz 5

6th Level spells

Cause Mutation-Joltz
Level: Transmutation/Necromancy
Sor/Wiz 6, Druid 5

Incorporeal Nova - Libris Mortis
Necromancy
Level: Sor/Wiz 6
Damages ethereals.

Mass Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 6

Undeath to Death
Necromancy
Level: Clr 6, Sor/Wiz 6

7th Level spells
Mass Greater Life Transfer
Necromancy (Healing)
Level: Wiz 7

Mass Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 7

8th Level spells
Clone
Necromancy
Level: Sor/Wiz 8

Mass Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 8

Supreme Transfer
Necromancy (Healing)
Level: Wiz/Sor 8

9th Level spells
The Great Surgery
Necromancy (Healing)
Level: Wiz 9

Any questions? Good, let's get started people, I've already made some spells based loosely off of the cure line of spells.


0 level spells.

Least Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 0

This spell functions like minor life transfer, except that it cures only 1 point of damage.

1st level spells.

Least Medicinal Aliment
Necromancy (Healing)
Level: Wiz 1

This spell functions like minor curative aliment, except that it cures only 1 point of damage.

Material components: 5 gp of crushed acorns made into a salve.

or

Focus: 3 Hairs from the tail of a unicorn taken with the freely given permission of the unicorn by the caster and then prepared in oils worth 30 gp.

Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text

Through either scientific study or innate talent, you transfer a small portion of your health, or that of an informed donor, into another living creature restoring it of up to 8 points of damage +1 point per caster level (maximum +5). You or the volunteer takes the same amount in damage.

This spell has no effect on the undead.

2nd level spells.

Lesser Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 2

This spell functions like minor life transfer, except that it cures up to 16 points of damage +1 point per caster level (maximum +10).

Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz 2
Components: V, S, M or F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text

By use of organic materials and scientific study, you can cause the body of your patient to spontaneously repair its self of 1d8 points of damage +1 point per caster level (maximum +5).

This spell has no effect on the undead.

Material components: 10 gp of protein supplements and medicines.

or

Focus: A Diamond worth at least 50 Gp.

3rd level spells.

Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 3

This spell functions like minor medicinal aliment, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).

Material components: 20 Gp of a five-ounce mixture of milk honey and common restorative herbs.

or

Focus: A Coutal's scale, taken with freely given permission by the caster, and then preared in oils worth 70 gp.

Improved Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 3

This spell functions like minor life transfer, except that it cures up to 24 points of damage +1 point per caster level (maximum +15).

4th level spells.

Greater Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 4

This spell functions like minor life transfer, except that it cures up to 32 points of damage +1 point per caster level (maximum +20).

Improved Medicinal Aliment
Necromancy (Healing)
Level: Wiz 4

This spell functions like minor medicinal aliment, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).

Material components: 30 Gp worth of smoked salmon, specially prepared.

or

Focus: The wing feather of a Solar, given freely, to the caster.

5th level spells.

Greater Medicinal Aliment
Necromancy (Healing)
Level: Wiz 5

This spell functions like minor medicinal aliment, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).

Material components: 40 gp worth of protein rich plants, specially prepared.

or

Focus: A 100 gp diamond, baptized in the Lake of Celestia, by a Solar.

6th level spells.

Mass Minor Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text

Through either scientific study or innate talent, you transfer a portion of your health, or that of an informed donor or donors, into other living creatures restoring them of 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. You or the volunteer takes the same amount in damage per recipient.

This spell has no effect on the undead.

7th level spells.

Mass Minor Medicinal Aliment
Necromancy (Healing)
Level: Wiz/Sor 7
Components: V, S, M or F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None; see text

By use of organic materials and scientific study, you can cause the bodies of your patients to spontaneously repair themselves of 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

This spell has no effect on the undead.

Material components: 50 gp of protein supplements and medicines.

or

Focus: A diamond worth 400 gp.

Mass Lesser Life Transfer
Necromancy (Healing)
Level: Wiz 7

This spell functions like mass minor life transfer, except that it cures 16 points of damage +1 point per caster level (maximum +30).

8th level spells.

Mass Lesser Medicinal Aliment
Necromancy (Healing)
Level: Wiz 8

This spell functions like mass minor medicinal aliment, except that it cures 2d8points of damage +1 point per caster level (maximum +30).

Material components: 60 gp of a five-ounce mixture of milk, honey and common restorative herbs.

or

Focus: 5 Tail reathers of a Coutal, Prepared in Oils worth 80 gp, in a week long ceremony, presided over by a bard of at least 10th Level.

Supreme Life Transfer
Necromancy (Healing)
Level: Wiz/Sor 8
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: None.

As heal, but it does not effect undead and either the caster, or the volunteer takes damage as is healed.

9th level spells.

The Great Surgery
Necromancy (Healing)
Level: Wiz 9
Components: V, S, F, M
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: None.

As the spell Heal, but does not effect the undead.

Focus: A Specially prepared sterile surgical room.

Material Components: 100 gp of protein supplement and medicines.

Any polite critiques would be welcome.

A few White Necromancy spells converted to 3rd Edition by Nemui (ex member) on the Umbrasa Gravelands with some slight modifications by me (see as with Graft Flesh).



Bind Undead
Necromancy
Level: Clr 5, Sor/Wiz 5
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 30-ft. emanation centered on a point in space; see text
Duration: Concentration plus 1 round/2 levels
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell creates an inward-focused magic circle 30 ft. in radius that traps undead creatures, preventing them from escaping. The circle is invisible and allows one-way passage, so an undead could walk into it unknowingly after the spell is cast. Mindless undead are not allowed saving throws - it is impossible for them to cross the circle from the inside out - but the circle has no effect on sentient undead that make their Will saves.
While maintaining concentration, you can choose to reduce the binding circle's radius by 5 feet, forcing the trapped undead to move further inward. However, each sentient undead is allowed a new Will save to avoid moving, and thus escape the circle. You cannot increase the circle's radius beyond 30 ft., nor can it be brought back to its previous dimensions once reduced. You cannot reduce the circle's radius once you have stopped concentrating.
The binding circle extends into the Ethereal Plane, so even ethereal undead such as ghosts can be trapped.

Focus: A femur, held prominently while maintaining concentration.

Graft Flesh
Necromancy
Level: Wiz/Sor 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No

You reconnect a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. The spell cannot restore life to a dead creature, but it returns a lost extremity to a living or dead creature if it is otherwise mostly intact.
If the original extremity is present when this spell is cast, or if the replacement extremity is harvested from a creature of the same type as the subject, the effect is instantaneous. However, if the replacement extremity is harvested from a creature of a different type, the effect is permanent (and can thus be dispelled).
This spell can also be used to graft an additional extremity to a creature that has not lost one, but in this case the duration is only 1 day per caster level. This change is mostly cosmetic – while the subject can use the additional extremity for menial tasks, he generally does not gain any in-game benefit from having it temporarily attached.

TheLogman
2007-07-12, 01:04 AM
For the most part, Job well done. Excellent ideas, and great content.

However, a few problems.

Firstly, it is too powerful stuff to allow almost any Wizard or Sorcerer to have access two. So, here's an idea. To be able to cast these healing spells, The Wizard must take a specialty in Necromancy (White). The Specialty gives the bonus spells as normal, but also grants access to said spells.

Secondly, the first spell (The level 1 one) is actually better than CLW. This is a problem, because even though you have some strange material component, in most campaigns, that either isn't a problem, or Sorcerers have Eschew Materials for free at first level.

Thirdly, the spells that don't cause damage are vastly superior, since the material components have no listed price, and Eschew Materials allows them to bypass said components.

If I may make a suggestion? Consider making the material components of the good spells cost something. That way, the wizard can spend money, or the Fighter's Hp.

Edit: I see that you seem to have limited the powerful spells to Wizard only. Still Eschew Materials is a possible feat choice, especially for a human wizard who doesn't want to get combat casting.

JackMage666
2007-07-12, 03:34 AM
It's a pet peeve, but I don't really like the names all that much. Too sciency for my taste. I can't imagine a player saying "I cast Greater Medicinal Aliment".

Also, you're missing some of the spells you put there (Touch of Rest, Touch of Warmth, to start)

Duke Malagigi
2007-07-12, 09:54 PM
For the most part, Job well done. Excellent ideas, and great content.

However, a few problems.

[QUOTE=TheLogman;2868373]Firstly, it is too powerful stuff to allow almost any Wizard or Sorcerer to have access two. So, here's an idea. To be able to cast these healing spells, The Wizard must take a specialty in Necromancy (White). The Specialty gives the bonus spells as normal, but also grants access to said spells.

Secondly, the first spell (The level 1 one) is actually better than CLW. This is a problem, because even though you have some strange material component, in most campaigns, that either isn't a problem, or Sorcerers have Eschew Materials for free at first level.

Thirdly, the spells that don't cause damage are vastly superior, since the material components have no listed price, and Eschew Materials allows them to bypass said components.

If I may make a suggestion? Consider making the material components of the good spells cost something. That way, the wizard can spend money, or the Fighter's Hp.

Okay what are your suggstions per level? I'd like to know you think they should be, you might give me some ideas.


Edit: I see that you seem to have limited the powerful spells to Wizard only. Still Eschew Materials is a possible feat choice, especially for a human wizard who doesn't want to get combat casting.

Which powerful spells did I give to wizards only? Were they the Medicinal Aliment line? If so there is a reason why those spells are for wizards only. The Medicinal Aliment line of spells always uses biological knowledge and arcane skill to cause the body to convert organic subtsances into blood cells and tissues hence it's a wizard spell only.

TheLogman
2007-07-12, 11:06 PM
Here are my suggestions: Firstly, decrease the die on the entire Medicinal Aliment line down to d6. Now, the Life Transfer spells are a near fair trade, you can trade off more Hp, but you have to have a donor.

Secondly, change the Life Transfer spells so that instead of a random amount being taken, let the Wizard Transfer up to 8+Caster level for Minor Life Transfer, up to 16+Caster level for Lesser Life Transfer, ect. allowing a tactical decision to be made, and allowing the Arcane spell to be more precise.

Thirdly, increase the level of all of the Medicinal Aliment spells by one, even the Least Medicinal one, since even 1 point of healing is enough to instantly stabilize someone who is dying, and make the Medicinal Aliment, and "The Great Surgery" cost at least 10 gp per die of healing, so that the Wizard never heals better than the Cleric, and there always has to be a cost.

For the DM who is still worried these spells are too powerful, you could add a variant that says that these spells are so difficult to memorize and learn, that the Wizard must take the equivalent of specialization, except that instead of a chosen school, the Wizard gains access to White Necromancy, but no bonus spells.

Duke Malagigi
2007-07-13, 01:04 AM
Okay Logman, I agree with 2.5 of your ideas. The one I'm wavering on is the raising the spell levels for these spells. But I am thinking of requring more expensive material components ranging from rare healing herbs to dragons blood or teeth. I wll need help with thinking of suitible ingredients for those spells.

TheLogman
2007-07-13, 09:57 AM
Unicorns are known for their abilities to heal, maybe anything from unicorn horn (Do we kill this thing so that our wizard can heal?) to Unicorn Tail (Do a quest for the unicorn, and it might not kick you when you go to take some hairs).

Solars are interesting. Maybe a wing feather from a solar? Plus, Solars are a high level outsider with tons of fun adventure hooks right there.

Titans are beings of huge power and strength, maybe a dreadlock from a Titan?

Couatl are near-bards from the good side of things, a sort of flying lizard. Maybe, for one of the spells to work, you need a couatl's scale. The couatls love art, so possible sidequests involving procuring rare art are possible.

In the way of "Interesting stuff we can buy", Unicorn hairs are still a possibility, Diamonds are always the "Healing gem", so Diamonds that are crushed, vaporized, or even baptized in the Fields of Celestia by a Solar are a possibility.

Duke Malagigi
2007-07-17, 12:38 AM
Decay
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 ft/2 lvls)
Target: One corpse or undead creature
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes

By purging a body of its residual connections to the positive and negative energy planes, you remove all animating force and cause its very structure to collapse. Corpses subject to this spell dissolve into ash and fossilized bone and cannot be raised as undead. Undead subject to this spell must make a Fortitude save or be immediately reduced to 0 hit points, at which point they dissolve into unrecoverable ash as well.

An undead with Turn Resistance applies that modifier to its saving throw against this spell.

Restive Dirge
Necromancy
Level: Brd 4, Wiz/Sor 4
Components: V
Casting Time: 1 standard action
Range: Personal
Area: 25 foot radius spread, +5 ft/ 2 lvls
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Evoking the cold call of the grave, restive dirge causes undead to balk and stall. Any undead in the area of a restive dirge spell must make a Will save or be dazed (can’t move or act, no penalty to AC). If an undead affected by restive dirge takes damage from a spell or attack or is subjected to a targeted effect, it receives a new saving throw.
Every round that an undead is within the area of this spell, it must make a new save (if it is not already affected). If an undead leaves and re-enters the area, it must make another save as well.


These are the two homebrewed spells that I didn't make or that weren't official Second Edition spells converted into Third Edition by others.

Duke Malagigi
2007-07-17, 12:40 AM
Unicorns are known for their abilities to heal, maybe anything from unicorn horn (Do we kill this thing so that our wizard can heal?) to Unicorn Tail (Do a quest for the unicorn, and it might not kick you when you go to take some hairs).

Solars are interesting. Maybe a wing feather from a solar? Plus, Solars are a high level outsider with tons of fun adventure hooks right there.

Titans are beings of huge power and strength, maybe a dreadlock from a Titan?

Couatl are near-bards from the good side of things, a sort of flying lizard. Maybe, for one of the spells to work, you need a couatl's scale. The couatls love art, so possible sidequests involving procuring rare art are possible.

In the way of "Interesting stuff we can buy", Unicorn hairs are still a possibility, Diamonds are always the "Healing gem", so Diamonds that are crushed, vaporized, or even baptized in the Fields of Celestia by a Solar are a possibility.

These are all good ideas. I just need help tying them to specific spells.

TheLogman
2007-07-17, 12:01 PM
Here's an idea. Let the Wizard Choose which thing to use, the cheaper Material Component, or the Hard to find, rare, expensive, quest item that is reusable as a Focus Item.

{table] Spell | Material Component | Focus Component.
Least Medicinal Aliment | 5 gp of Crushed Acorns, made into a Salve | 3 Hairs from the tail of a Unicorn, taken with the freely given permission of the Unicorn, by the caster, and then prepared in oils worth 30 gp.
Minor Medicinal Aliment | 10 gp of Protein supplements and medicines | A Diamond worth at least 50 Gp.
Lesser Medicinal Aliment | 20 Gp of a five-ounce mixture of milk, honey and common restorative herbs | A Coutal's Scale, taken with freely given permission, by the caster, and then prepared in oils worth 70 gp.
Improved Medicinal Aliment | 30 Gp worth of Smoked Salmon, Specially prepared and Cubed | The Wing Feather of a Solar, Given Freely, to the caster.
Greater Medicinal Aliment | 40 gp worth of Protein rich Plants, specially prepared | A 100 gp Diamond, Baptized in the Lake of Celestia, by a Solar.
Mass minor Medicinal Aliment | 50 gp of Protein supplements and medicines | A Diamond worth 400 gp.
Mass lesser Medicinal Aliment | 60 Gp of a five-ounce mixture of milk, honey and common restorative herbs | 5 Tail feathers of a Coutal, Prepared in Oils worth 80 gp, in a week long ceremony, presided over by a Bard of at least 10th Level.
The Great Surgery | 100 Gp of Protein supplements and medicines, and | A Specially prepared Sterile Surgical room. [/table]

Duke Malagigi
2007-07-17, 03:24 PM
I've made changes based upon some of your recomendations Logman and I'll use some of the rest later. Also, who in mythology or modern fiction do you think would use white necromancy or would even be a white necromancer?

TheLogman
2007-07-17, 03:41 PM
Famous Figures in the History of White Necromancy.

Hippocrates was a Wizard in the times of old. However, he was seeking for a way for him and his peers to heal and cure disease without the usage of the Magic of the Clerics. Hippocrates worked with magic and biology to create a blend of the two that allowed Wizards to do the work of Clerics, although not as well.

However, the Clerics of the gods of Healing grew angry at Hippocrates, and their Clerics attacked him, for his denial of the gods, and his Healing magics, of they were fueled by not faith, but science.

The Athar (See Planar Handbook) gave Hippocrates refuge, and in exchange, Hippocrates gave them knowledge of the Scientific healing magics that Hippocrates had named White Necromancy. The Athar treasured this knowledge, for it gave them the ability to heal, without paying tribute to the false gods of the rest of the world.

However, a strike force of Clerics sent from the Church of Heironeous attacked the sect of Athar that Hippocrates was staying with and slew him, but his knowledge is still with the Athar, and some of the other groups that the Athar trades information with.

Edit: Alternatively, he could be a respected member of the community to this day, who has lived far past the standard human age limit because of his Medicines, known and respected by everyone across the globe as one of the most intelligent men of all time. Clerics acknowledge his skill in healing, Wizards value his immense knowledge. Oh, and in both versions, he has a staff with two snakes wound around it, a snake familiar, and the first paragraph applies in either version.

Duke Malagigi
2007-07-17, 10:29 PM
Famous Figures in the History of White Necromancy.

Hippocrates was a Wizard in the times of old. However, he was seeking for a way for him and his peers to heal and cure disease without the usage of the Magic of the Clerics. Hippocrates worked with magic and biology to create a blend of the two that allowed Wizards to do the work of Clerics, although not as well.

However, the Clerics of the gods of Healing grew angry at Hippocrates, and their Clerics attacked him, for his denial of the gods, and his Healing magics, of they were fueled by not faith, but science.

The Athar (See Planar Handbook) gave Hippocrates refuge, and in exchange, Hippocrates gave them knowledge of the Scientific healing magics that Hippocrates had named White Necromancy. The Athar treasured this knowledge, for it gave them the ability to heal, without paying tribute to the false gods of the rest of the world.

However, a strike force of Clerics sent from the Church of Heironeous attacked the sect of Athar that Hippocrates was staying with and slew him, but his knowledge is still with the Athar, and some of the other groups that the Athar trades information with.

Edit: Alternatively, he could be a respected member of the community to this day, who has lived far past the standard human age limit because of his Medicines, known and respected by everyone across the globe as one of the most intelligent men of all time. Clerics acknowledge his skill in healing, Wizards value his immense knowledge. Oh, and in both versions, he has a staff with two snakes wound around it, a snake familiar, and the first paragraph applies in either version.

Not bad, not bad at all Logman. I do wonder if any one else is interested in this thread.

Duke Malagigi
2007-07-18, 03:51 PM
Does any one else want get involved with this thread?

Jeggred Von
2007-07-18, 04:21 PM
White Necromancy......
it's called being a cleric.


white necromancy...that's like Jumbo Shrimp...or Military Intelligence.


One of them oxymorons.

Lord Iames Osari
2007-07-18, 05:00 PM
I like this idea. I do think that arcane healing should be either more difficult (higher level) or less effective (smaller dice) than divine healing, but that's just me.

Besides, wizards don't really need the capability to displace yet another of the standard adventuring party.

firepup
2007-07-18, 07:57 PM
I'd suggest make life transfer do damage to undead like cure spells, and have maybe the medicinal ailment heal undead bodies too. that'd make it useful to necromancers.

Randel
2007-07-18, 11:26 PM
Nice topic. Actually, I made an attempt at a sort of beneficial necromancy spell here (http://www.giantitp.com/forums/showthread.php?t=50810). Not quite the same flavor as your topic though.


But yeah, I really like the idea of wizards being able to conduct some healing, even if its at a cost. After all, wizards are basically scientists but manipulating magic to fulfill their needs. Its healing that really got scientists started, with the search for the Elixir of Life and the Philosophers Stone and all.

Actually,


Anyway, here's an attempt at a way to resurrect using white necromancy.

Spark of Life
Necromancy
Level: Wiz/Sor 5
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

You can bring a deceased creature back to life provided they died no longer than one day per caster level ago.

You take the body of one dead creature and after specially repairing and treating it with chemicals and proteins, you reanimate it with a bolt of lightning channeled through specially designed laboratory equipment.

The dead creature loses a level or 2 constitution points as normal for characters raised from the dead. They have hit points equal to their new hit die.


Material components: Protein mixes and equipment to channel the lightning bolt (cost 500 gp) and a bolt of lightning.

Focus: Special laboratory equipment (cost 500 gp)



And for something a little different:


Bodily Regeneration
Necromancy
Level: Wiz/Sor 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched (living, dead, or caster)
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

You can bring back a person who has died less than one week per caster level ago provided their soul is willing, if not the spell fails. Their body is transformed by the effect, lost limbs and organs are restored, all poisons and ailments are removed, and the spell even reverses the effects of aging.

The Regenerated individual retains the majority of their life experiences and recalls all their class abilities. However, the transformation causes the body to undergo a complete metamorphosis. Treat them as if they had been Reincarnated with the following exceptions:

They cannot return as a member of another race (such as a human returning as a kobold).

Characters have a 10% chance of returning as members of the opposite gender.

When regenerated, the character effectively comes back 1d4 years younger than when they died. If they decrease an age category they lose all disadvantages from their previous age group but retain all the advantages. They cannot become younger than their races adult age through this spell.

Characters who have died of old age may be restored to life with this spell.


Special: If targeting a living creature, including the caster, the creature can make a D30 will save to retain their appearance while still regrowing lost limbs and getting 1d4 years younger. They do not lose a level if alive.

Material Components: 1,000 gp worth of special nutrient mixes and oils covering the body.

Focus: A small rune-covered gold box containing several large diamonds and a tail pinion freely given from a phoenix (cost 5000 gp)

Duke Malagigi
2007-07-19, 01:33 AM
Randel, while I like the idea of arcane resurrection spells I think they should be at higher levels than their divine counterparts. According to my plans the lowest would have been a 14th level (starting at 28th level) raise dead based spell that required electricity, as in your spell spark of life. It would have gone all the way to an 18th level spell that could restore life from ashes with the working name of watery rebirth.

Koji
2007-07-19, 10:09 AM
Here's one

Dubious Nostrum
Necromancy
Level: Wiz/Sor 3
Components: V, S, M
Casting Time: Standard Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

The caster siphons any natural or supernatural sources of paralysis, poison, disease, or curse out of the target and absorbs them himself. All effects continue to run their course at the normal rate, but the caster gains a bonus on his saves equal to the relevant stat to his casting class (Intelligence for Wizards, Charisma for Sorcerers, Charisma for rogues and bards using the Use Magic Device skill, etc.) The caster gets no save vs. effects already in place (such as paralysis). This spell does not heal ability damage.

Material Component: A pinch of dry red clay.

Alfryd
2007-07-20, 06:18 AM
I've been thinking of a system to similar to this for the Priestess class, actually (Red/White/Black magic, to fit their colour scheme, but even white magic is a little creepier than average...) I may have to give the system a once-over later. But my initial intuition is that it might be useful to break off a seperate Surgery(Dex/Int), Chirurgeon(Int/Wis), and perhaps Sanitation or Anatomy skills to complement the mechanics where neccesary.

Duke Malagigi
2007-07-20, 05:38 PM
I've been thinking of a system to similar to this for the Priestess class, actually (Red/White/Black magic, to fit their colour scheme, but even white magic is a little creepier than average...) I may have to give the system a once-over later. But my initial intuition is that it might be useful to break off a seperate Surgery(Dex/Int), Chirurgeon(Int/Wis), and perhaps Sanitation or Anatomy skills to complement the mechanics where neccesary.

That sounds like a good idea. If you have some more details later I might use it.

Duke Malagigi
2007-07-20, 06:04 PM
Those who practice White Necromancy aren't always good. While many are truly good and decent folk there are those White or "Benign" Necromancers who exhibit a certain lack of ethics and concern. In some cases practitioners of White Necromancy are themselves cruel and merciless as they use biological science and magic to create living monstrosities and genetically engineered armies for use in conquering and subjugating their enemies or defenseless victims. Examples of white necromancer role models are below.
Other suggestions are welcome.

From House
Dr. Gregory House
Dr. Eric Foreman
Dr. Allison Cameron
Dr. Robert Chase
Dr. Lisa Cuddy
Dr. James Wilson

From Warhammer 40k
Fabius Bile

Duke Malagigi
2007-07-22, 06:10 PM
I'm also thinking about making White Necromancy related feats and I would like some help making them. Any ideas will be reviewed and then I'll post some ideas of my own.

Alfryd
2007-07-24, 07:25 AM
That sounds like a good idea. If you have some more details later I might use it.
The Priestess class is almost done, I mainly have to bang out the dints in the related spell listings and hope for the best balance-wise, but the related skills will probably have to come under a lengthier discussion of revised Craft or Profession checks. In any case, keep up the good work, I may just steal lift borrow a few of the notions presented myself!

Alfryd
2007-07-31, 06:01 AM
Any ideas will be reviewed and then I'll post some ideas of my own.
The priestess class' spell listings might give you a few notions, though the White magic available to the class only loosely correlates with what you have here.
http://www.giantitp.com/forums/showthread.php?t=52060

I'll try and get back to you on Craft/Profession related skills.

Duke Malagigi
2007-07-31, 07:52 PM
This spell was made by Joltz. Original post found here (http://www.giantitp.com/forums/showpost.php?p=2954349&postcount=4). Thank you Joltz.

Cause Mutation
Transmutation/Necromancy
Sor/Wiz 6, Druid 5
Casting Time: 1 minute
Target: 1 creature
Duration: 2d6-1 days
Effect: 1 or more mutations (see text)
Save: Fortitude negates (harmless)
Spell Resistance: Yes

This spell gradually alters a creature’s biological functions to produce mutations. When the spell’s duration runs out, the changes are complete and the mutation(s) take effect. Up to 1 mutation point/3 caster levels can be manipulated (created by drawback mutations or allotted to beneficial mutations) per casting.
At the end of the spell, the subject becomes physically ill as the mutations manifest. The subject must make a fortitude save or become nauseated for an hour and take 2 points of constitution damage. A successful save reduces the effects to sickened for an hour (no con damage). If the subject willingly allowed this spell to be cast on them, the save DC is 10+spell level-other relevant modifiers instead of +other modifiers.
Finally, there’s a 10% chance each casting that the subject will have an allergic reaction to the spell. For the duration of the spell, the subject becomes sickened anytime they perform a strenuous action and for 5 rounds afterward. If the subject makes a successful fortitude save (DC= normal save DC) they may act normally for one minute. This side effect manifests 2d4 hours after the spell is cast.

Duke Malagigi
2007-08-12, 05:47 PM
Also I've decidede to make a list of suitable familiars and animal companions associated with white necromancy. All other suggestions are welcome.

1. Unicorn- No explanation needed. Would make a good animal companion for Good-aligned necromancers and sorcerers if they took an animal companion instead of a familiar.
2. Phoenix- No explanation needed. Would make a great Good-aligned familiar for sorcerers or necromancers.
3. Bears- In Roman times and the Middle Ages it was believed that bears died in the winter and rose from the dead in the spring. Also bears can also sleep through the winter and still be able to wake up to defend her cubs or go to the bathroom. They can then fall back to sleep as if nothing happened. Good pet or animal companion for necromancers or necromancer/druids.

Duke Malagigi
2007-10-27, 01:34 AM
I have a few ideas for White Necromancy spells above tenth level. The first in the line would be 14th level spell similar in mechanics to raise dead, but requiring both material components (various medicinal chemicals) and an electrical charge to act as a catalyst for the spell. It would be followed by a 16th level arcane spell similar to resurrection but requiring the tears and feathers of a phoenix. The final spell in this line would be an 18th level spell akin to true resurrection and would involve a large body of water, natural or artificial. Other than that I'm not sure what its material components should be. I need help developing and naming these three spells. I would also like help developing versions of these three spells that substitute some sacrifice on the caster's part instead of material components.

Duke Malagigi
2007-10-28, 04:22 PM
Are there any other comments or ideas out there?

Duke Malagigi
2007-10-30, 10:50 PM
Is anyone else interested in this thing? If anyone wants I'll work up and post preliminary versions of the three spells I just suggested for review and modification.

DracoDei
2007-10-30, 10:52 PM
Here's an idea. Let the Wizard Choose which thing to use, the cheaper Material Component, or the Hard to find, rare, expensive, quest item that is reusable as a Focus Item.

{table] Spell | Material Component | Focus Component.
Least Medicinal Aliment | 5 gp of Crushed Acorns, made into a Salve | 3 Hairs from the tail of a Unicorn, taken with the freely given permission of the Unicorn, by the caster, and then prepared in oils worth 30 gp.[/table]

Dude... do you have any idea how much 5 GP worth of ACORNS would WEIGH...

Duke Malagigi
2007-10-30, 11:14 PM
Dude... do you have any idea how much 5 GP worth of ACORNS would WEIGH...

Which is why I would perfer that material components be measured by wieght and not by price. The 5 GP acorn cost was recomended as a form of balance. If you can come up with a better system please tell me. I would honestly like to see it.

Xuincherguixe
2007-10-31, 02:26 AM
I don't think there should really be colors of Necromancy. Necromancy should be magic of life and death. If it is helpful or deplorable depends on who uses it. That's how Arcane magic should be.

Healing spells are the domain of a cleric. As far as Archetypes go, I don't see a problem with a healing wizard. But then, Clerics can get some of the wizard/sorcerer spells with domains so why not?

Duke Malagigi
2007-10-31, 11:51 AM
I don't think there should really be colors of Necromancy. Necromancy should be magic of life and death. If it is helpful or deplorable depends on who uses it. That's how Arcane magic should be.

Which was also the point of The Complete Book of Necromancers. What was called "White Necromancy" could be used towards Evil ends while "Black Necromancy" could be used towards Good ends. It would be unlikely, but both of those could happen.