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D&D 3.5 - Complete Mage [OEF]

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CHAPTER 1<br />

FUNDAMENTALS<br />

12<br />

be chosen, although illusionists sometimes like to combine<br />

real objects and creatures with projected ones for maximum<br />

confusion.<br />

NECROMANCY<br />

Necromancy spells hold dominion<br />

over life and death. Their effects can<br />

drain the stamina out of an opponent's<br />

body, exert control over the undead, or<br />

instill paralyzing fear in a creature's<br />

mind.<br />

Specialists in this school call themselves<br />

necromancers, and they subscribe<br />

to the philosophy of waste not, want<br />

not. Detractors of the school condemn<br />

necromancers' practices as<br />

abhorrent and disrespectful to the<br />

dead, but necromancers defend<br />

their art on the premise that<br />

the dead care very little for their<br />

bodies, especially if they can be<br />

put to good use. Controlling such<br />

bodies, however, is secondary to<br />

controlling life.<br />

To a necromancer, magic is<br />

based on the idea that life is<br />

an essential element in the<br />

universe—one that can be<br />

controlled and manipulated<br />

just as matter and energy can<br />

be. Necromancers believe that<br />

they hold the reins of life by<br />

surrounding themselves with<br />

undead creatures. People who<br />

challenge the necessity of this<br />

school claim that necromancy<br />

weakens the barriers between<br />

the dead and living realms, causing<br />

the two to encroach upon one<br />

another more each day.<br />

Philosophically, necromancy is opposed to the school<br />

of enchantment, which claims supremacy over the mind.<br />

Necromancy trumps the mind by claiming dominion<br />

over life. Necromancy also finds little in common with<br />

conjuration; while conjurers must create their own power<br />

by summoning and the like, necromancers work with<br />

whatever is on hand at the time.<br />

Personality: Necromancers are introspective characters<br />

with a pragmatic approach to death. As a necromancer, you<br />

might exhibit any or all of the following personality traits.<br />

You are heedless and insensitive toward the emotions of<br />

people about death.<br />

You are hopeful and impatient as people die, seeing their<br />

bodies as useful material for your spells.<br />

You are obsessed with your own mortality and crave<br />

immunity from death.<br />

You brood instead of discussing or sharing your<br />

thoughts.<br />

Prohibited Schools: As a necromancer, you are inclined<br />

to make illusion one of your prohibited schools, valuing<br />

permanent spell effects over mental tricks that can be disbelieved<br />

away. Conjuration largely serves a redundant purpose<br />

to necromancers, who call upon legions of undead to serve<br />

their needs rather than summoned monsters. Enchantment is<br />

also a good choice for a prohibited school, since necromancers<br />

rarely have any need for living servants.<br />

TRANSMUTATION<br />

A transmutation spell modifies energy and matter.<br />

The effect could alter a creature's shape,<br />

boost mental or physical qualities, or<br />

change the way something interacts<br />

with the world.<br />

Specialists in this school call themselves<br />

transmuters, and they subscribe<br />

to the philosophy that if life gives<br />

you an orange, make lemonade.<br />

Adversaries of the transmutation<br />

school claim that only gods have the<br />

right to change creation, but transmuters<br />

feel that if something can be<br />

retasked to serve a more meaningful<br />

purpose, the amount of change<br />

is irrelevant. They claim that any<br />

hurdle, no matter how daunting,<br />

can be solved by changing it into<br />

something harmless.<br />

Transmuters attribute the<br />

strength and variety of their spells<br />

to a belief that all things in the<br />

universe must inevitably change<br />

into something else. They merely<br />

accelerate that ongoing evolutionary<br />

momentum to suit their needs.<br />

Those who deride this theory as<br />

romantic nonsense claim instead<br />

Undead are at the beck and call of a<br />

that transmutation places an unnecessary<br />

powerful necromancer<br />

strain on the universe, because as objects<br />

are continually modified, new and unpredictable aberrations<br />

begin to take form of their own accord.<br />

Philosophically, transmutation is opposed to the school of<br />

conjuration. Rather than working with existing materials,<br />

conjuration creates or summons new materials. Evocation<br />

is similar in this regard, in that both schools create effects<br />

instead of modifying what is on hand. Necromancy and<br />

transmutation are complementary schools, since both share<br />

the same view of using whatever is available. Whether alive,<br />

dead, or inanimate, the raw materials can be altered to become<br />

something more.<br />

Personality: Transmuters are tinkerers at heart, never<br />

content to leave things as they are. As a transmuter, you might<br />

exhibit any or all of the following personality traits.<br />

You are a troubleshooter who enjoys overcoming challenging<br />

obstacles.<br />

You are a natural actor who assumes the role of any creature<br />

whose forms you take.

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