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.
No comments:
Post a Comment