New HeroClass: Necromancer
This is my version of the ever popular Necromancer:
Necromancer
You are a necromancer. A student of dark and forbidden arts! You may summon the souls of the dead to your aid, raise the corpses of the fallen and twist the very laws of nature to your own bidding. What price will you pay for such power I wonder?
Attack = 1 Dice
Defence = 2 Dice
Move = 2 Dice
Body =6
Mind = 4
Spells:
The Necromancer draws cards from the top of the spell deck into his hand; his hand size is equal to his total mind pool. At the start of a quest all spell cards are returned to the deck and shuffled. The Necromancer draws a new hand equal to his total mind points at the start of the quest. As spells are used they are returned to the bottom of the deck (or discarded) and a new card is drawn from the top of the deck. The Necromancers hand size is always equal to his total mind points. The deck is always shuffled between quests. The spell deck is always kept face down.
• Shadow Bolt – You may fire these magical bolts at any target within your line of sight. You may then attack the target with two skulls and he must defend with as many dice as he has Mind points. Return to the bottom of the deck after use. 4 copies
• Summon Skeletons – The Necromancer may summon up to 3 skeletons that appear in squares next to him. The skeletons are under the necromancer’s control. Roll one combat die: on the roll of a skull 1 skeleton is summoned, on a white shield 2 skeletons are summoned; on the roll of a black shield 3 skeletons are summoned. Costs 1 body point per skeleton summoned. Return to the bottom of the deck after use. 4 copies
• Raise Zombie – Whenever an opponent of the necromancer is killed, you may resurrect them as a zombie under the necromancer’s control. May only be cast if the opponent has died since the necromancers last turn. Costs 1 body point. Return to the bottom of the deck after use. 4 copies
• Soul Restore – Resurrect a fallen ally and restore all lost body & mind points. However, that allies total mind and body points are reduced by 1 until the end of the current quest. Costs 1 body point. Return to the bottom of the deck after use. 4 copies
• Steal Life - This spell may be cast on any one monster. Roll a number of combat dice equal to the casters total mind points. It will inflict damage to the victims’ health for each skull rolled. The victim may roll 1 combat dice for each of their total mind points and reduce the damage they receive by 1 for each shield rolled. The casters health is healed for every point of damage that is not blocked. Cannot be cast on undead. Return to the bottom of the deck after use. 4 copies
• Sacrifice – Sacrifice an undead ally. Returning lost body points up to the allies total body points and increasing the Necromancers total body points by one until the end of the current quest. Do not return to the deck after use. 3 copies
• Create Abomination – Merge all existing undead allies into one, giant undead travesty. The more undead allies are merged the stronger the abomination will become. Costs 1 body point per undead ally merged. Do not return to the deck after use. 1 copy
The Abomination
The Necromancer may create an Abomination by merging together X undead allies. A minimum of 2 undead allies may be merged. The abominations stats depend on how many allies are merged.
Attack = X dice Body = X + 1
Defence = X dice Mind = X - 1
Move = 3 + X Spaces
All of the Necromancers summoned allies are lost at the end of each quest.
The Necromancer has the same armour restrictions as the Wizard, but may use daggers.
Necromancer
You are a necromancer. A student of dark and forbidden arts! You may summon the souls of the dead to your aid, raise the corpses of the fallen and twist the very laws of nature to your own bidding. What price will you pay for such power I wonder?
Attack = 1 Dice
Defence = 2 Dice
Move = 2 Dice
Body =6
Mind = 4
Spells:
The Necromancer draws cards from the top of the spell deck into his hand; his hand size is equal to his total mind pool. At the start of a quest all spell cards are returned to the deck and shuffled. The Necromancer draws a new hand equal to his total mind points at the start of the quest. As spells are used they are returned to the bottom of the deck (or discarded) and a new card is drawn from the top of the deck. The Necromancers hand size is always equal to his total mind points. The deck is always shuffled between quests. The spell deck is always kept face down.
• Shadow Bolt – You may fire these magical bolts at any target within your line of sight. You may then attack the target with two skulls and he must defend with as many dice as he has Mind points. Return to the bottom of the deck after use. 4 copies
• Summon Skeletons – The Necromancer may summon up to 3 skeletons that appear in squares next to him. The skeletons are under the necromancer’s control. Roll one combat die: on the roll of a skull 1 skeleton is summoned, on a white shield 2 skeletons are summoned; on the roll of a black shield 3 skeletons are summoned. Costs 1 body point per skeleton summoned. Return to the bottom of the deck after use. 4 copies
• Raise Zombie – Whenever an opponent of the necromancer is killed, you may resurrect them as a zombie under the necromancer’s control. May only be cast if the opponent has died since the necromancers last turn. Costs 1 body point. Return to the bottom of the deck after use. 4 copies
• Soul Restore – Resurrect a fallen ally and restore all lost body & mind points. However, that allies total mind and body points are reduced by 1 until the end of the current quest. Costs 1 body point. Return to the bottom of the deck after use. 4 copies
• Steal Life - This spell may be cast on any one monster. Roll a number of combat dice equal to the casters total mind points. It will inflict damage to the victims’ health for each skull rolled. The victim may roll 1 combat dice for each of their total mind points and reduce the damage they receive by 1 for each shield rolled. The casters health is healed for every point of damage that is not blocked. Cannot be cast on undead. Return to the bottom of the deck after use. 4 copies
• Sacrifice – Sacrifice an undead ally. Returning lost body points up to the allies total body points and increasing the Necromancers total body points by one until the end of the current quest. Do not return to the deck after use. 3 copies
• Create Abomination – Merge all existing undead allies into one, giant undead travesty. The more undead allies are merged the stronger the abomination will become. Costs 1 body point per undead ally merged. Do not return to the deck after use. 1 copy
The Abomination
The Necromancer may create an Abomination by merging together X undead allies. A minimum of 2 undead allies may be merged. The abominations stats depend on how many allies are merged.
Attack = X dice Body = X + 1
Defence = X dice Mind = X - 1
Move = 3 + X Spaces
All of the Necromancers summoned allies are lost at the end of each quest.
The Necromancer has the same armour restrictions as the Wizard, but may use daggers.