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Animate Dead and Alignment Restrictions
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<blockquote data-quote="Kobold Stew" data-source="post: 6271300" data-attributes="member: 23484"><p>There's a larger discourse on necromancy generally that just hasn't been part of the discussion.</p><p></p><p>While I'm with you on animating dead, I'd like the possibility of a good necromancer more actively supported -- all healing spells should be [necromancy]-tagged (that seems self-evident to me, but I can argue it if need be; the reason they aren't is because of default negative associations with necromancy). </p><p></p><p>And yet, when necromancy was part of the play test materials, the flavour text for an at-will power was to capture souls and use them up. It was SO evil (by any definition, I'd argue), and was presented without any nuance. </p><p></p><p>A necromancy specialist should be able to be of any alignment and be able to use all the spells. But it should also have a wider range than D&D has traditionally allowed.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6271300, member: 23484"] There's a larger discourse on necromancy generally that just hasn't been part of the discussion. While I'm with you on animating dead, I'd like the possibility of a good necromancer more actively supported -- all healing spells should be [necromancy]-tagged (that seems self-evident to me, but I can argue it if need be; the reason they aren't is because of default negative associations with necromancy). And yet, when necromancy was part of the play test materials, the flavour text for an at-will power was to capture souls and use them up. It was SO evil (by any definition, I'd argue), and was presented without any nuance. A necromancy specialist should be able to be of any alignment and be able to use all the spells. But it should also have a wider range than D&D has traditionally allowed. [/QUOTE]
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