Some notes:
Animate Dead spells are always hard to balance. The 4 zombie/8 skeleton max per level is a decent compromise, letting lair-sized armies accumulate without being ridiculously strong.
There ain't no disease rules like Runequest disease rules, attacking stats directly (Yet another reason why 3E D&D can also be subtitled "Runequest Wins!").
The full writeup will have a table of suggested curses. Things like "Misses the first time in combat against any opponent," the old reliable charisma busters, "takes double damage from swords/animals/fire/etc." At this level, the black magic diseases and curses are nasty, more about vengeful NPCs than combat effective PC's.
Protection from Disease: Your friend under carousing rules ...
1 | Animate Dead | Black | 30' | None | None |
Animates 2 skeletons or 1 zombie per caster level. Caster may control undead equal to two castings of the spell, and have undead equal to four castings. | |||||
2 | Hallow Dead | White | 30' | None | Monster |
Protects 1 corpse per caster level from animation or conversion to undead, and does 1d6 damage/caster level to all undead in 30' radius, save for half. | |||||
3 | Curse | Black | 30' | None | Mind (Wis) |
Target either does 1 worse on all his or her rolls until dispelled, or some other curse approved by GM (not more powerful than other 3rd level Black magic) | |||||
4 | Remove Curse | Gold | 0' | None | None |
Removes a supernatural curse from target | |||||
5 | Fortune | White | 0' | 1 day | None |
Target is protected from supernatural curses, does 1 better on all his or her rolls, and gets 1 reroll this day (as Prayer) | |||||
6 | Protection from Disease | White | 0' | 1 day | None |
Target is immune from contracting new diseases | |||||
7 | Cure Disease | Gold | 0' | None | None |
Target is healed of one disease | |||||
8 | Cause Disease | Black | 30' | Until cured | Body (Con) |
Target contracts a disease (choose random ability, lose 1d6 points/day if save fails, until dead at 0; 3 saves in a row heal disease) | |||||
9 | Circle of Protection | White/[Black] | 10' | 1 hour | None |
Unholy [holy] beings cannot cross 10' radius circle | |||||
10 | Cure Serious Wounds | Gold | 0' | None | None |
Heals 4d8+4 damage | |||||
11 | Protection from Serious Wounds | White | 0' | 30 min | None |
Gives 4d8+4 temporary hit points (unholy sources do half damage against them) | |||||
12 | Cause Serious Wounds | Black | 30' | None | Body (Con) |
Harms for 4d8+4 damage |
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