Undeath is a pretty fun well to dip into, so long as you aren't actually drinking from it.
The thing is, it's a tricky and contentious brand of magic. The last couple of articles might have gotten you interested, but of course, it's not like just anyone can cast animate dead. (Sorry sword-swingers, before you get too excited, I'm not about to reveal a way for you to reanimate undead minions.) Animate dead is only for wizards and clerics, and worse still, the moral implications of even using such a spell are... suspect, at best. Being a heroic fantasy game, D&D characters are generally going to be good, and it can be hard to justify reanimating corpses with negative energy as a result. The problem is, naughty necromancers don't get any love from Santa come Christmastime. So how do capital-G-Good characters get in on the fun? And in the spirit of the season, can't rangers, druids and paladins also get a present while we're at it?
Sunday, December 10, 2017
Animate with the Spirit
Sunday, November 19, 2017
On the Proper Care and Maintenance of Undead
We can all take solace in the common struggle that we as human all face: we just want someone to boss around. That's probably a big draw for the fantasy escapism of D&D, but astonishingly even therein it's easier said than done. Pelor knows your party's an ornery bunch, and they'd rather shake down commoners for copper pieces than do anything you suggest. The Leadership feat is banned in some campaigns, and you have to be careful with your followers lest they become disenfranchised. Most campaigns don't run psionics (for you wannabe thrallherds out there) and planar binding can be a real hassle with all of the costs, exacting rules and opposed charisma checks. What's a power-hungry lunatic to do?
Fortunately, for any problem, we have undead. Order them around, use them for combat, hard labour, hat racks, you name it. They don't complain or disobey, and best of all, you don't even have to feed them. Ah, the wonders of magic. One casting of animate dead and you've got a contingent of skeletons ready to either kick ass or kiss ass, at your option.
...not that it's without its deficiencies, however. Having no intelligence or self-sufficiency feel like par for the course; I'm referring more to the fact that animate dead can get damned expensive, at 25 gp per hit die. One Turn Undead from an enemy cleric and that's all of your money and hard work wasted. Plus, there is a limit to how many you can command - 4 HD per level may sound like a lot, but the low hit points, saves and BAB of undead mean that most of the worthwhile options need HD as high as possible to make a dent.
So how can you ensure a reanimated legion is worthwhile? A gang of bloodthirsty corpses can pull apart most commoners with ease, but you're going to have to put in a little more effort than that if you hope to pit them against level-appropriate threats. Here, then, I have a short treatise on what corpses to aim for when reanimating, and how to best make use of them once they're active.
Fortunately, for any problem, we have undead. Order them around, use them for combat, hard labour, hat racks, you name it. They don't complain or disobey, and best of all, you don't even have to feed them. Ah, the wonders of magic. One casting of animate dead and you've got a contingent of skeletons ready to either kick ass or kiss ass, at your option.
...not that it's without its deficiencies, however. Having no intelligence or self-sufficiency feel like par for the course; I'm referring more to the fact that animate dead can get damned expensive, at 25 gp per hit die. One Turn Undead from an enemy cleric and that's all of your money and hard work wasted. Plus, there is a limit to how many you can command - 4 HD per level may sound like a lot, but the low hit points, saves and BAB of undead mean that most of the worthwhile options need HD as high as possible to make a dent.So how can you ensure a reanimated legion is worthwhile? A gang of bloodthirsty corpses can pull apart most commoners with ease, but you're going to have to put in a little more effort than that if you hope to pit them against level-appropriate threats. Here, then, I have a short treatise on what corpses to aim for when reanimating, and how to best make use of them once they're active.
Sunday, October 8, 2017
Haunt Shift
Halloween draws near, dear readers, and with it comes all manner of ghosts n' goblins. And ghouls and ghasts and goristros and gorillons and... uh, well, you get the picture. So with all of the restless spirits coming to roost, why not embrace the season and get in on a bit of the haunting yourself?

Necromancers have always been able to order around undead armies and generally bend entities of negative energy to their whims. But why settle for undeath by proxy? D12 hit dice and a list of immunities longer than your arm sounds like a good time for any spellcaster, but of course, trading in your meat bag for another, more gangrenous meatbag with an abysmal Fortitude save has its own disadvantages. Really, there's no reason to trifle with bodies at all - once you've crossed that hurdle into undeath, a mid-level spellcaster can make themselves a haunting presence, and go around possessing one item, Poltergeist-style. Of course, you're not just going to pick any Tom, Dick or grand piano off the street: if you get to possess an object and pilot it around, you might as well custom-make the best you can get.

Necromancers have always been able to order around undead armies and generally bend entities of negative energy to their whims. But why settle for undeath by proxy? D12 hit dice and a list of immunities longer than your arm sounds like a good time for any spellcaster, but of course, trading in your meat bag for another, more gangrenous meatbag with an abysmal Fortitude save has its own disadvantages. Really, there's no reason to trifle with bodies at all - once you've crossed that hurdle into undeath, a mid-level spellcaster can make themselves a haunting presence, and go around possessing one item, Poltergeist-style. Of course, you're not just going to pick any Tom, Dick or grand piano off the street: if you get to possess an object and pilot it around, you might as well custom-make the best you can get.
Sunday, September 10, 2017
Cheap Items
Regardless, you're gearing up to brave the unknown and cross blades with whatever the DM throws at you, so you'd better make sure your money's working for you. There are of course ways to get more than your fair share, but when that's not really an option, you ought to know where to look to get the most bang for your medieval buck. Collected here, then, I have several cost-effective items - some well-known, others more obscure - that can provide useful effects most adventurers need for 1000 gp or less. Special attention was paid to inexpensive items that can replace the common, more costly choices.
Sunday, August 13, 2017
Traps
They prowl dungeons the world over, lurking around corners, behind locked doors and in treasure chests. They have no conscience to appeal to, no mind to reason with. Negative levels or ability drain won't so much as slow them down, and even no-save, no-SR spells like forcecage or maze won't do a thing. They can threaten any character, from level 1 all the way up to level 20, and take many forms. What deadly creature could this possibly be...?
Traps!
Yes, the staple of dungeon hazards, traps have been dutifully stabbing, poisoning, dropping, slicing, dicing and polymorphing-into-spaghetti-ing hapless adventurers since time immemorial. Generally they are something to suspect and avoid, to shove the rogue at in hopes of tasty XP before moving on. But in truth, traps are misunderstood creatures. Their name might inspire fear and caution in seasoned adventurers, but with a bit of kindness and a lot of gold, one can bend these gentle, beautiful, inanimate creatures to their own whims. With some careful set-up and some rather gross subversion of the game designers' expectations (as usual,) traps can be a source of immense power.
Traps!
Yes, the staple of dungeon hazards, traps have been dutifully stabbing, poisoning, dropping, slicing, dicing and polymorphing-into-spaghetti-ing hapless adventurers since time immemorial. Generally they are something to suspect and avoid, to shove the rogue at in hopes of tasty XP before moving on. But in truth, traps are misunderstood creatures. Their name might inspire fear and caution in seasoned adventurers, but with a bit of kindness and a lot of gold, one can bend these gentle, beautiful, inanimate creatures to their own whims. With some careful set-up and some rather gross subversion of the game designers' expectations (as usual,) traps can be a source of immense power.
Tuesday, July 11, 2017
Prestidigitation
Think of that spell that lets you do anything you want.
Most magic has an effect that you have to make do with and apply to the situation at hand. You know the one, though: that spell that lets you perform any feat of your choice, without that choice being made when you prepared spells at the start of the day. All you need do is word what you want exactly and you can make it real.
Which spell were you thinking of? Wish? Miracle, perhaps? Forget those; too costly. I'm talking about the Level Zero Wish here - prestidigitation, baby!
Most magic has an effect that you have to make do with and apply to the situation at hand. You know the one, though: that spell that lets you perform any feat of your choice, without that choice being made when you prepared spells at the start of the day. All you need do is word what you want exactly and you can make it real.
Which spell were you thinking of? Wish? Miracle, perhaps? Forget those; too costly. I'm talking about the Level Zero Wish here - prestidigitation, baby!
Sunday, June 11, 2017
Eternal Wands

Wands are the beginnings of a compromise in that direction. With 50 uses before they're spent, they have a large enough store that players are usually comfortable spending charges when they're needed. However, 50 is indeed a finite number, and for wands that aren't holding severely specific spells, one that is liable to run out eventually. Until you've used all 50 of those charges, you haven't actually gotten your money's worth out of the item - and yet after you have used all 50, you no longer have anything to show for your spent gold!
So what's the real solution? Is there a way to comfortably spend money on an item that isn't yet another +1 to something on your character sheet? Can one make appropriate use of an activated item and still have something to show for it one or twenty levels later? Surely there's a way to take the utility of a wand and stretch it out a bit, isn't there?
Subscribe to:
Posts (Atom)