This is a SG about Necromancers. Go wild. Just remember that the populace will try to kill you if they figure out what you are.
I will be using a d10. Other then that it is just standard rtd.
1-2:horrible failure
3-4:failure
5-7:normal success
8-9:awesome success
10:overshoot
I will not roll for everything.
You are male elf Necromancer. And the necromancer part is probably going to get you killed. See, necromancy was forbidden, because of a cabal of evil Necromancers rampaging across the world about a century ago or something.
You are staring at the water in shock. In the water, you see a undead fish that you accidentally animated swimming around. You are on the bank of a small river, about ten miles from any civilization. About twenty feet south of the southern bank of the river, there is a small fishing hut (yours). On the northern bank of the river there is a forest. The hut resides in a circular clearing with a south-westerly path leading to your village. You look at your hands in shock, realizing that you just did necromancy.
Health: 10/10
Mana: 8/10
level: 0; 6/10
Status: shocked
Inventory: dagger, quarter staff, Fishing net, cloak, set of clothing.
passive abilities: necro sight
skills: fisherelf 5, dagger user 3, quarterstaff user3
Normal:
Impress notion:(Number of words spoken)+1 mana
Use this on a animal. You speak a one to three word phrase. The animal understands the general
meaning of this phrase.
Sense vitality: 1 mana
When you use this, you know the vitality level of anything Within 60 ft that is not covered by metal
or behind a one or more foot thick wall
Cure:special mana requirements
Touch one creature. You may turn your mana into hp for the target at a 3 mana:1 health ratio.
Necromantic:
Raise zombie: 2 mana
When you use this spell, you may target a corpse within 60 ft that is not covered by metal or behind a one foot thick wall. It immediately becomes a zombie
Trout zombie:
Numbers:1
Bonuses:?
Means of locomotion: swimming, flopping
Health points:?
Sentience level:?