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Mummy Dust!; Feedback! Questions!
Topic Started: Jun 23 2017, 08:19 AM (1,248 Views)
phantomhermit
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Bench Gremlin
[ *  *  *  *  *  * ]
On a side note: some special evil races have any for preferred class, while their equivalent have cleric or paladin- limiting the build possibility (without extreme difficulty) and sort of pigeon holing the "goody two shoes" races.

More love for good PC's would be nice, but I rarely encounter them, despite normally playing as one . . . whether it is because of the lack of options or because people prefer RP something other than "Lawful Stupid." ((I rp lawful good alot as "innocent until proven evil" type thing, even with paladin and have a blast finding the dichotomies and just what my character is willing to bend on without breaking entirely. Rabbit trail. Sorry.))

I am very pleased to have access to what awesomeness is employed and added by the builder team and use it within rp-perspective such as Osiris LG mummy rp fun.

To the subject at hand: Mummy Dust!

Perhaps it could have a material component to cast . . . and turns into a non-tradable henchman? Like a golem, but "bound" to the one that formed it?
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Sinlinara
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Player-Support DM
Dungeon Master
I wouldn't mind seeing every race's favored class be Any myself. . . :rolleyes:
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SyntheticRose
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Resident Flower Girl
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Pathfinder favoured classes please!
Lirisa ~ bartender at the Three Dragons.
Ilysthel ~ barmy little witch of the winters.
Brynn ~ vampire Mercykiller.
Adele ~ clueless soulknife with quite a bit of ADHD.
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Mezzy
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Rule of 7
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Don't think it does, but necrotic might; Does it improve the mummy?

Second; Should it improve the mummy as the feat description surely points out you make more powerful undeads. Mummy is undead.

Rule of three; Why the mummy hatin'? You pick the feat, or you don't pick the feat.

And necromancy is not evil. Used to be the school for healing spells too, which makes more sense than what the school of healing is now.
Morte - the Lust Fiend gone wrong.

A capt'n always sinks with his ship!

Jelly Joshua - The drunken Cipher Deva

One with the bub. One with the 'verse.

Dristler the Dead - Dead man walking

I'm dead. You're dead. We're all dead.
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Allatum
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Blood
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Mezzy,Jun 27 2017
07:35 AM
And necromancy is not evil. Used to be the school for healing spells too, which makes more sense than what the school of healing is now.

#NecroLivesMatter
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Ariella
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Mick64,Jun 26 2017
05:31 PM
I find it excessively ironic that you put the word argument in quotation marks then immediately proceed to form a strawman. But anyways...

It's common practice in many games to offer different options and strengths to different "Categories". The categories are most usually (In the case of RPGs) classes and races, but can be other things a well, such as Colors in Magic:The Gathering or.... alignments, in Dungeons and Dragons. Hunters might be better at dishing out damage then Warriors in WoW (I don't play WoW, don't hurt me if this isn't true), Black is better then Green at killing creatures in M:tG, and on SCOD (Currently) necromancers/evil are the best at employing minions. This is a thing because it makes your choice of category meaningful, and also gives incentives to try out multiple categories to get different gameplay experiences.

Role-Playing Games (As in, storytelling, with RP) have an additional layer that isn't really covered by game design however, which is flavor. Flavorful elements are important because they help present a character as a person, and not just as a stat block.


This pretty much sums up my point of view. That said if it is currently the most powerful summon that is entirely unintentional and it will be re-balanced. During my testing the mummy could just defeat Gate but was easily dispatched by epic gate. This is the position in terms of power it was meant to sit within.
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Mick64
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Quote:
 
And necromancy is not evil. Used to be the school for healing spells too, which makes more sense than what the school of healing is now.


Necromancy in general is not evil. Raising undead specifically is Evil. Casting Vampiric Feast is not Evil. Casting Mummy Dust is.
Scripter.

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Vehk
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Prime
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Vampiric Feast
Spell Information
Spell level : Innate level: Epic
School : Necromancy
Descriptor(s) : Evil
"Only through victory can the multiverse be saved from extermination, so that it can be enslaved and oppressed, as is proper."
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Mick64
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This is what I get for not doing my research there. :lol:

Alright, replace Vampiric Feast with most-necromantic-spells-that-don't-raise-undead.
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Countless, ever-changing alts.
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Artifice
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Most necromancy spells aren't evil?

Like animate dead, bestow curse, blight, blindness/deafness, cause fear, chill touch, circle of death, command undead, contagion, create greater undead, curse water, death knell, demise unseen, destruction, doom, energy drain, enervation, eyebite, fear, finger of death, ghoul touch, harm, horrid wilding, inflict critical wounds, inflict light wounds, inflict minor wounds, inflict moderate wounds, inflict serious wounds, magic jar, mass inflict critical wounds, mass inflict light wounds, mass inflict moderate wounds, mass inflict serious wounds, momento mori, mummy dust, pestilence, poison, ray of enfeeblement, ray of exhaustion, scare, slay, slay living, soul bind, symbol of death, symbol of fear, symbol of pain, symbol of weakness, touch of fatigue, vampiric touch, wail of the banshee, waves of exhaustion and waves of fatigue?

WotC actually deliberately moved the cure spells out of necromancyin the transition from AD&D to D&D specifically so that necromancy would be unambiguously evil. I think it was a good decision.
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Embersworn
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Spell is qualified as "evil" only if it has "evil" in its descriptor. Casting such spell is then considered an evil act and might contribute to the alignment shift towards the evil end of the spectrum.

If a spell has no such descriptor then it being a necromancy spell is just a taxonomical division for the sake of the game mechanics like school bonuses.

Especially important for most of debiliating spells like curses and inflicts who are also on general divine spell lists because they're used for simulating effects like divine curses called upon someone. Which is an action available also for followers of the non-evil deities.

A Deva cleric can smash a sinner with an inflict or a curse as a means of a divine punishment for their wrongdoings without it being counted as an evil act.
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Artifice
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Blood
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From the Player's Handbook:

"A cleric casts divine spells (the same type of spells available
to the druid, paladin, and ranger), which are drawn from the
cleric spell list (page 183). However, his alignment may restrict him
from casting certain spells opposed to his moral or ethical beliefs;
see Chaotic, Evil, Good, and Lawful Spells, below."

" A cleric can’t cast spells
of an alignment opposed to his own or his deity’s (if he has one). For
example, a good cleric (or a neutral cleric of a good deity) cannot cast
evil spells. Spells associated with particular alignments are indicated
by the chaos, evil, good, and law descriptors in their spell
descriptions (see Chapter 11: Spells). "

... To chapter 11 to look up random examples of what I listed...

Contagion
Necromancy [Evil]

Create Undead
Necromancy [Evil]

Create Greater Undead
Necromancy [Evil]

Curse Water
Necromancy [Evil]

Death Knell
Necromancy [Death, Evil]

Deathwatch
Necromancy [Evil]

Eyebite
Necromancy [Evil]

Hmm... Well I'm not going to go through hundreds of pages. Suffice to say, the book recommends you only cast spells your deity would actually support you invoking. Of course, DMs are free to interpret the rules however they want. But this is what the book says.
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Embersworn
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Blargh!
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Artifice,Jun 28 2017
10:50 AM
From the Player's Handbook:

"A cleric casts divine spells (the same type of spells available
to the druid, paladin, and ranger), which are drawn from the
cleric spell list (page 183). However, his alignment may restrict him
from casting certain spells opposed to his moral or ethical beliefs;
see Chaotic, Evil, Good, and Lawful Spells, below."

" A cleric can’t cast spells
of an alignment opposed to his own or his deity’s (if he has one). For
example, a good cleric (or a neutral cleric of a good deity) cannot cast
evil spells. Spells associated with particular alignments are indicated
by the chaos, evil, good, and law descriptors in their spell
descriptions (see Chapter 11: Spells). "

... To chapter 11 to look up random examples of what I listed...

Contagion
Necromancy [Evil]

Create Undead
Necromancy [Evil]

Create Greater Undead
Necromancy [Evil]

Curse Water
Necromancy [Evil]

Death Knell
Necromancy [Death, Evil]

Deathwatch
Necromancy [Evil]

Eyebite
Necromancy [Evil]

Hmm... Well I'm not going to go through hundreds of pages. Suffice to say, the book recommends you only cast spells your deity would actually support you invoking. Of course, DMs are free to interpret the rules however they want. But this is what the book says.


And now show me the "evil" descriptor on the Bestow Curse, Poison or Blindness/Deafness or Inflict Wounds.

My point still stands - not all spells classified as the Necromancy school are considered "evil" acts.

The ones who explicitly are considered such are also clearly labeled. And only those.
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Artifice
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Blood
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... I'm not arguing with you. I'm posting what the book says. Jeez, calm thy tits.
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Tomekk
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Dark Soul
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Using negative energy that causes living tissue to spontaneously decay and rot is fairly malevolent compared to smiting them with divine energy that punishes them for their sins... least that's what I told our PnP cleric when he tried to pull that reasoning. :P

There's a reason why Inflict spells are on the Anti-Paladin/Blackguard spell list, but not on the Paladin list.
"From the realms below we ride,
And in terror they run and hide,
From the shadows of old we rise,
Awakened, from the dark!

Over the ancient ruins we fly,
Where the old kings go to die,
And the new kingdoms rising high,
Awakened, from the dark, dark slumber!"
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