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Academy of the Chromatic Order--Higher Level Advanced Studies
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<blockquote data-quote="Rystil Arden" data-source="post: 3902789" data-attributes="member: 29014"><p>Looking at Hellcat Gauntlets in MIC, I changed it to be +2d6 either way. Magic Missiles doesn't work because Force is not an energy damage. If there are three scorching rays, only one of them does +2d6, not all three.</p><p></p><p></p><p></p><p>It is limited because it can only heal you if you kill someone (not KO but kill) with a necromancy spell. And even if you kill several people, you can't keep more than one charge of the healing in there at one time. So the real question is, how many killer Necromancy spells do you hae prepared, with victims on which to use them? Probably not many per day, right? Circle of Death is level 6 and the lowest insta-death (and the lower-level Necro spells were unlikely to get the kill). So here's an example:</p><p></p><p>Elayna gets this cloak brand new. It cannot heal her right now. However, she casts Finger of Death during an adventure, and even though usually her target makes the save, this time the target fails the save and dies. She is now storing one fragment of soul energy, and the level of the spell (Finger of Death) was 7, so it can heal her 7. Even if she kills a bunch more people, she'll still only have the ability to heal 7, and once she uses it, it's gone. Realistically, getting a killing blow with Necro spells doesn't come up too often--we've approved a feat in LEB, I believe, that does some sort of egregious and enormously powerful thing when you kill people with a Necromancy spell (I think it may have been restricted more specifically to [Death] as well), and I didn't vote against it because I realised how few times it would actually work. Not only because of high enemy Fort saves, but also because of Death Ward, the Necromancer's worst foe.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3902789, member: 29014"] Looking at Hellcat Gauntlets in MIC, I changed it to be +2d6 either way. Magic Missiles doesn't work because Force is not an energy damage. If there are three scorching rays, only one of them does +2d6, not all three. It is limited because it can only heal you if you kill someone (not KO but kill) with a necromancy spell. And even if you kill several people, you can't keep more than one charge of the healing in there at one time. So the real question is, how many killer Necromancy spells do you hae prepared, with victims on which to use them? Probably not many per day, right? Circle of Death is level 6 and the lowest insta-death (and the lower-level Necro spells were unlikely to get the kill). So here's an example: Elayna gets this cloak brand new. It cannot heal her right now. However, she casts Finger of Death during an adventure, and even though usually her target makes the save, this time the target fails the save and dies. She is now storing one fragment of soul energy, and the level of the spell (Finger of Death) was 7, so it can heal her 7. Even if she kills a bunch more people, she'll still only have the ability to heal 7, and once she uses it, it's gone. Realistically, getting a killing blow with Necro spells doesn't come up too often--we've approved a feat in LEB, I believe, that does some sort of egregious and enormously powerful thing when you kill people with a Necromancy spell (I think it may have been restricted more specifically to [Death] as well), and I didn't vote against it because I realised how few times it would actually work. Not only because of high enemy Fort saves, but also because of Death Ward, the Necromancer's worst foe. [/QUOTE]
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