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Havoc!

2
Posts
A member registered Jul 08, 2022

Recent community posts

I did think of dividing it up actually, I think I'll do that. It's just that seeing the spell list makes me a bit antsy at what to choose hahahaha

The idea of separating them by usefulness is very true too, I kept feeling like the direct command spells were much stronger and more useful than the communication one, but there were communication ones that I didn't put in because it felt like too much.

Thanks for the tips and pointers! I may come back in a while with a Blood Magic one, and I'm toying with a sort of Archery style but for black powder guns. I really like Old School Stylish and the JRPG-y vibe it lends the game :)

I'm working on  using this for a solo game with Scarlet Heroes, but in my own setting. Decided to try my hand at Necromancy using the spells from the Necrotic Gnome Necromancer class.

    NECROMANCY    -2 HP, +1 MP

    • Command the Dead [1 MP]: 2d6 humanoid corpses or skeletons rise up and obey the caster's commands for 1 round per level.

        Commanded Dead - AC 7 [12], HD 1 (1hp), Att 1 x weapon (1d6 or by weapon), THAC0 0, MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 10

    • Spells: ✦ Animate Dead [4 MP] | ✦ Speak with Dead [2] | ✦ Command Undead [3]

    Suggested learning: Suffering a tragic loss and becoming determined to bring them back, only to figure out you can't really raise the dead.

It's slightly anxiety inducing to create these because I don't wanna feel like I'm cheating, but it's also really hard to condense the essential of a type of magic to just a few spells.

It's probably impracticable but I do sorta wish there were harder guidelines to making a style. Like, "you get 9 points, a spell can be cast by -1 MP than its level on the book, so an arcane class can have up to that value of spells on it." But that's probably because I suck at making spells hahahahaha

I'll also try my hand at some Blood Magic and using Wonder and Wickedness spells to see how it goes!