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Conjure Elemental vs Create Dead plus a spell for your review.
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<blockquote data-quote="Dausuul" data-source="post: 7627085" data-attributes="member: 58197"><p>6th level? Last I checked, <em>create dead</em> was 3rd-level, although around here we call it <em>fireball.</em> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Jokes about typos aside - I've had similar thoughts about <em>create undead.</em> The main reason I can see to put it at 6th is that you can create ghouls with it, and ghouls have an at-will paralyzing attack that works on almost all monsters. Paralysis for even 1 round is practically a death sentence, so I can see why they want to keep it limited. (Also, <em>create undead</em> does not require concentration, which is a big difference with <em>conjure elemental.</em> That concentration slot is one of the biggest limiting factors on a primary spellcaster.)</p><p></p><p>On the other hand, it's a DC 10 Con save, which most powerful foes can make in their sleep. And ghouls only get +4 to hit, so it's not easy to even land the attack to begin with. And they're pretty fragile with only 33 hit points at 11th level. Even if you go to great lengths to help out your ghouls - trick them out in armor (and convince the DM to allow them proficiency), arrange to get them advantage on attack rolls, get the cleric to cast <em>bane</em> for -1d4 on the enemy's save - it's a lot of work to stick that paralysis when you could just cast <em>hold monster</em> instead. Playing a necromancer, I would probably stick to skeletons and zombies and keep my high-level spell slots for regular spells.</p><p></p><p>If I were in your shoes, I would try lowering the spell level on an experimental basis, with the understanding that you will make a final ruling after 2 sessions or so and you may bump it back up if it seems too strong.</p><p></p><p></p><p>Assuming the creature's stats are basically similar to when it was alive, I think the 5th-level version is very strong bordering on OP, but probably not actually over the border. The level scaling is what I'd be concerned about. A hill giant minion for your 6th-level spell slot is really, really good. I'd go with maybe +1 CR per slot level, so the hill giant comes at 8th rather than 6th.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7627085, member: 58197"] 6th level? Last I checked, [i]create dead[/i] was 3rd-level, although around here we call it [i]fireball.[/i] :) Jokes about typos aside - I've had similar thoughts about [i]create undead.[/i] The main reason I can see to put it at 6th is that you can create ghouls with it, and ghouls have an at-will paralyzing attack that works on almost all monsters. Paralysis for even 1 round is practically a death sentence, so I can see why they want to keep it limited. (Also, [i]create undead[/i] does not require concentration, which is a big difference with [i]conjure elemental.[/i] That concentration slot is one of the biggest limiting factors on a primary spellcaster.) On the other hand, it's a DC 10 Con save, which most powerful foes can make in their sleep. And ghouls only get +4 to hit, so it's not easy to even land the attack to begin with. And they're pretty fragile with only 33 hit points at 11th level. Even if you go to great lengths to help out your ghouls - trick them out in armor (and convince the DM to allow them proficiency), arrange to get them advantage on attack rolls, get the cleric to cast [i]bane[/i] for -1d4 on the enemy's save - it's a lot of work to stick that paralysis when you could just cast [i]hold monster[/i] instead. Playing a necromancer, I would probably stick to skeletons and zombies and keep my high-level spell slots for regular spells. If I were in your shoes, I would try lowering the spell level on an experimental basis, with the understanding that you will make a final ruling after 2 sessions or so and you may bump it back up if it seems too strong. Assuming the creature's stats are basically similar to when it was alive, I think the 5th-level version is very strong bordering on OP, but probably not actually over the border. The level scaling is what I'd be concerned about. A hill giant minion for your 6th-level spell slot is really, really good. I'd go with maybe +1 CR per slot level, so the hill giant comes at 8th rather than 6th. [/QUOTE]
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