Tuesday, October 13, 2015

Southland: The Necromancer

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Necromancer
The most mysterious entity in the Southland.  No one doubts his presence, but there’s no hard evidence of his existence, a true enigma.  Frontier towns and caravans have been devastated by attacks of the undead, sometimes in coordination with humanoid tribes.  Survivors have noted a red-cloaked human observing the attacks.  Is he working with the Humanoids?  How is that even possible?  No one knows who is (even his real name), where he came from, or, most importantly, what his goals are.

The Necromancer
+4 Int, +4 Wis, +4 Dex
HD 10+ (d6 Wizard), Hp 52, AC 16 (Leather)
Fort +3, Ref +7, Will +11
Melee: None
Ranged: None

Contingency spell: If rendered unconscious or brought to 0 or less Hp, the Necromancer immediately teleports away.

Arcane Eyes: Invisible floating eyes with Permanency cast on them.  The Necromancer maintains a network of these creations around the continent to monitor and observe certain places and individuals.  He can only monitor and move 1 at a time though.

Spellcheck +10, Save Against DC 17, 3 Failures/encounter
(The Necromancer has +2 to his Spellcheck from his magic research and experience.  He has a wider spell selection, but these are his favorites.)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Comprehend Languages: You understand all spoken and written languages. 10 turns.
Expeditious Retreat: Your speed increases by 30 ft. 10 turns.
Magic Missile: 14 impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 14 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Command Undead: Undead creature obeys your commands. Up to 10 HD. (Will Sv) Forbidden spell.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Scare: Panics targeted creatures of less than 6 HD.  All in immediate area.  10 turns. (Will Sv)

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 16 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) M range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns. Disrupted by any hit
Gaseous Form: Subject becomes insubstantial and can fly slowly. 10 turns.
Tongues: Speak any language. 1 turn/level.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Animate Dead: Creates undead skeletons and zombies 20. Can directly control up to 20. Forbidden spell. Ceremony Spell. 
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Dominate Person: Controls humanoid telepathically. 10 turns. (Will Sv)
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

6TH-LEVEL WIZARD SPELLS (DC 19 to cast, can only be attempted once per encounter/turn)
Antimagic Field: Negates magic within 10 ft. Encounter. (Will Sv)
Chain Lightning: 20 electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 14 electrical damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Create Undead: Creates 1 ghoul or wight.  Can control 1/level.  Ceremony spell.  Forbidden spell.

7TH-LEVEL WIZARD SPELLS (DC 20 to cast, can only be attempted once per encounter/turn)
Finger of Death: Magically kills one subject. Must be of lower level or HD than caster. Forbidden spell. (Will Sv) Medium range.

Simon, Summoned Minor Demon
HD 5 (d8), 40 hp, AC 15 (Natural) 
Fort +4, Ref +4, Will +4
Melee: Claw +5 to hit, 1d6+5
Ranged: Acid Spit +5 to hit 2d4

Detect Thoughts: Allows "listening" to surface thoughts. 10' range.
Never sleeps
Necklace of Freedom: Keeps Simon permanently on the material plane (Summoned demons normally have a 24-hr time limit), made of diamonds

Though usually in the company of a Humanoid army or a group of undead (zombies and skeletons usually), Simon is always by the Necromancer’s side as a bodyguard.

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