A GLOG Wizard School based on my fluff post about low-status working necromancers. Use with your wizard class of choice - I favour this one.
Starting Equipment: spellbook, cheap pen you got for free at some careers event 1d10 years ago, guild membership card, sewing kit, flask of embalming fluid.
Perk
You can sacrifice a drudge you control within 30' to reroll a mishap roll with a -1 modifier. If this new roll is 0 or less, the mishap is negated. You can keep doing this if you have more drudges to sacrifice, and the modifier is cumulative.
Drawback
Your skin is desaturated and papery and you smell a bit wrong. This doesn't penalise stealth, but you are very obviously a necromancer and will be treated as such, with disdain, apathy, or, worst of all, pity.
Also, when you die, your body will reanimate instantly (as raise drudge) and march by the most direct route possible to the nearest Necromancers' Guild chapterhouse for processing.
Cantrips
1) With a touch, set a timer in a willing creature's body which causes their skeleton to vibrate, harmlessly but noticeably, when the time elapses. Can be set for up to 24 hours, in increments of 1 minute.
2) With a touch, lock a willing creature's limb or digit in position from a chosen joint, impervious to pain, fatigue, and muscle strain, until they release it with a command word.
3) Your breath repels ordinary vermin up to the size of a mouse.
Mishaps
1-3) Same as the "generic" mishaps for your system of choice.
4) Become undead for 1d6 hours.
5) Reroll your Constitution on 2d6+1. Lasts 1d6 hours, then Save; permanent if you fail.
6) Drudges ignore your commands for the next 24 hours.
Dooms
1) Your metabolism twists painfully. Halve the effect of all healing you receive, mundane or magical.
2) Your senses deaden and your muscles grow cold and stiff. Disadvantage on initiative rolls and on anything that demands reflexes or reaction speed.
3) Your deadman's switch misfires and attempts to reanimate you, but, since you're still (just about) alive, it only takes your body. You remain alive as you march off to the chapterhouse, though hunger and exposure will probably kill you before you get there.
Spells
0) Raise Drudge
R: 15', T: [dice] roughly humanoid corpses, D: 0
This is always your first starting spell, even if you'd normally roll for your spells. Determine your other spells normally.
This spell takes 10 minutes to cast.
You reanimate the target corpses as drudges (see below for stats), specialised undead built for manual labour. Drudges stay under your control indefinitely and obey your spoken commands absolutely, and you always know their positions relative to you. You can destroy a controlled drudge at will with a command word. Drudges are also destroyed if you travel more than [max MD] miles away from them.
Whenever you cast a spell with a range listed as 0, you may choose a drudge within 60' to count as the caster.
You can't usually control more drudges than you have maximum MD; you can use this spell to reanimate them beyond that limit, but the MD you use stay invested permanently, one per target, until the drudge is destroyed. Creatures that temporarily count as drudges due to other spells don't count towards this limit.
1) Vigour Mortis
R: 30', T: any number of drudges you control, D: [highest] hours
For the duration, the targets work [dice]+1 times as fast as they ordinarily would on simple manual labour tasks - digging, chopping wood, laying bricks, and so on.
2) Necrophone
R: touch, T: one drudge you control, D: [highest] hours
The target becomes a conduit to the spirit realm. You can speak messages into it to relay them to the ether, allowing you to communicate with spirits, ghosts, and most forms of undead regardless of linguistic or metaphysical barriers. They can talk back to you and the target translates in a gnarly, rasping monotone.
Two drudges enchanted with Necrophone can be used to relay messages to each other like CB radios, with no maximum range besides your maximum control range for your drudges.
3) Sweep
R: 0, T: [dice]x20' radius area around caster, D: 0
All loose, lightweight debris in the area is drawn to the caster like a magnet - dust, leaves, papers, anything a gust of wind could blow away. This doesn't harm the caster, even if the debris normally would. The debris remains stuck in place until peeled or swept off.
4) Hazard Protocol
R: 30', T: up to [dice] contiguous 5' cubes, D: [sum]x10 minutes
Everything in the targeted area becomes temporarily safe to handle. All chemical, biological, and radiation hazards are neutralised, though physical damage and magical threats are unaffected. Creatures with special attacks that would be neutralised may Save to resist.
5) Detonate Drudge
R: 60', T: one drudge you control, D: 0
At the start of each following round, roll 1d3. On a 1, the target explodes with percussive force, destroying it and dealing [sum] blunt-force damage in a [dice]x5' radius. This explosion doesn't start fires.
6) Fumigate
R: 0, T: [dice]x10' radius area around caster, D: 0
A cloud of toxic gas billows from the caster. Each living creature within range up to the size of a large rat takes [sum] damage, dissipating into smoke if killed this way. Exceptional or magical creatures can Save vs. poison for half damage. Living creatures bigger than a rat take [highest] damage and always get a Save.
This spell's area of effect is doubled if used in an enclosed space.
7) Necroinfusion
R: touch, T: one willing creature, D: [dice]x10 minutes
The target temporarily, partially necrotises. They get +4 to Save against metabolic hazards like poison and disease, and are affected as both a living creature and an undead, whichever is better for them. They also count as a drudge under your control, as though raised with raise drudge, for the purposes of targeting them with spells and casting your spells through them.
8) Rot Minerals
R: 0, T: [dice]x5' cone originating from source, D: [sum] minutes
When you cast this spell, choose stone, metal, or vegetable matter. Within the target area, the chosen material decays and takes on the consistency of very stale porridge - it holds its shape, but interfering with it will quickly collapse it into lumpy sludge. Precious metals and lead are unaffected.
9) Subvert Undead
R: 60', T: one undead, D: special
You attempt to seize control of the target. Compare your [sum] to the target's HD. If you match or beat it, the target falls temporarily under your control, and is treated as a drudge for the purposes of targeting it with spells and casting spells through it. The duration depends on the margin by which you won:
[sum] >= HD: [dice] rounds, during which the target is stunned and immobile.
[sum] >= 2xHD: [dice] rounds.
[sum] >= 3xHD: [dice] minutes.
[sum] >= 4xHD: [dice] hours.
10) Scourskin
R: 0, T: self, D: [sum] minutes
The caster's skin becomes powerfully alkaline and solvent. It can burn markings into almost any material, neutralise adhesives, and inflict [dice]d3 damage with a touch, or [dice]d6 against oozes and similar acid-based creatures. The caster is also immune to acid for the duration.
11) Render
R: 30', T: any number of living and/or undead creatures and/or corpses, D: 0
Over the next 10 minutes, up to [sum] HD of the chosen creatures, lowest HD first, and all chosen corpes, are rendered helpless, ground and compressed together into a single homogeneous lump of meat, gristle, and bone dust. This is usually fatal. Creatures may Save to escape at intervals based on their HD; on a successful Save, they emerge having taken 1d6 damage for each prior failed Save, which may kill them regardless.
HD < [dice]/2: No save.
HD < [dice]: On cast.
HD >= [dice]: On cast and 5 minutes later.
HD >= 2x[dice]: On cast and 4 and 8 minutes later.
HD >= 3x[dice]: On cast and 3, 6, and 9 minutes later.
12) Graveyard Shift
R: 120', T: roughly humanoid corpses, D: [dice] hours
You must invest at least 2 [dice] to cast this spell. It takes 10 minutes to cast.
As raise drudge, but affects up to [sum] corpses within range. They last only for the duration and don't count towards your limit.
Monster: Drudge
HD: 1
Defence: as leather
Move: normal, half normal underwater (can't swim, can walk along the bottom)
Morale: immune
Intelligence: programatically precise but only as good as its instructions
Speech: none, understands creator's language
Damage: 1d6 punch, only when specifically ordered, can only attack every other round, can't use weapons
Special: effective Str 18 for lifting, carrying, and other menial feats of strength; perfect internal clock, accurate to the second
A damaged drudge can be repaired to full hit points with 10 minutes' work. When destroyed, a drudge collapses into fine grey dust, and can't be re-reanimated.
This is nice! Well done, necro-plumbers rule
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