The necromancy chart might seem tame in comparison to some of my other miscast tables... but the stakes are still high. After all, we are talking about the manipulation of life and death!
Necromancy and life-force altering spells
- “They are coming to get you, Barbara!” All undead within a [caster level] mile radius learn the whereabouts of the caster and the taste of their bone marrow or blood. They will relentlessly pursue the caster for 2d12 hours.
- From now on, the caster, although living, can be Turned or commanded as undead by Clerics. When a Turning attempt is made in the character’s presence, they are automatically included in the effect, even if they are not specifically targeted. While Turned, the caster is only able to speak in grunts and beastly growls. This lasts until Remove Curse or Cure Disease is employed.
- The caster’s life force is drained. Their body desiccates and becomes wrinkled. Hair turns gray or falls out. Character level is unchanged, but 1d2 hit dice are lost. Re-roll hit points with the remaining.
- The caster’s body becomes dead meat. It starts to decay, cannot heal naturally. Only a Cleric of higher level than the caster can heal them magically. After [caster level] days the caster’s body is revitalized, can heal again, but the effects of putrefaction can only be undone by high-level Clerical magic.
- The Mark of Undeath! The caster and every living creature in [caster level times 5’] are marked to rise as zombies 24 hours after their death (every living creature, so be prepared for zombie gnats, rainworms and moles as well). The victims are unaware of this fate. The mark is revealed by Detect Evil and erased by Dispel Evil.
- The flow of necromantic energy corrupts the caster’s natural healing abilities. The next [caster level] times the character rests, subtract the amount they would heal from their maximum hit points.
Damn 6 is savage. lolVálaszTörlés
No rest for the wicked, as they say!