Essence of Necromancy

The only thing I really think is absolutely necessary for a Necromancer class is the ability to control a maximum of at least 3 undead "pets" at a time. I know this would disrupt 4E's "economy of actions" at least somewhat unless they can think of a novel way to get around it.

I'm fairly certain that the Shaman originally had the option to get at least two spirit companions based on the multiple pieces of art depicting two spirit animals at once. If that is indeed the case and the multiple companions were dropped due to mechanical limitations I hope that the designers find a way to work around those problems with the Necromancer.

Here's an idea for how undead servants could work: With the exception of certain powers only one undead could be given an order per turn. Once the undead is given its order it automatically carries it out until the conditions are met or until given another order.

As the Necromancer gains levels he could choose to either get new minions or enhance the minions he already has and choose powers accordingly. For example, a Necromancer with 4 minions could get a ranged attack that causes all of his undead servants within 6 squares to move adjacent to the target and attack. A Necromancer with fewer minions could choose powers that grant new abilities to his undead temporarily.

Another mechanic that could be interesting is one that has fragile yet easily replaceable minions. Undead could constantly be destroyed or forced to explode in necrotic bursts only to be replaced by dominated undead enemies or the corpses of fallen enemies.

I imagine that the Necromancer would be a controller, and as such should get many powers that hinder enemies and make it easier for the weak undead servants to attack. Bursts, blasts, and zones that grant debilitating status conditions would be invaluable as they keep enemies away from the Necromancer and give his weak servants a better chance to do some damage before being destroyed.
 

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The shaman can have multiple spirits out at once. He can have two spirit companions out with a utility spell and several of the zones he creates are essentially spirits he summons that assist the party or deter their enemies in a certain way.
 

The only thing I really think is absolutely necessary for a Necromancer class is the ability to control a maximum of at least 3 undead "pets" at a time.
I think I would actually enjoy a necromancer who had a permanent undead buddy, like the animal companion to a ranger. So part of his stuff is buffing/upgrading/changing out his undead servant, or blasting while the servant does its thing.

And then summoning some more extra undead depending on what power he's using (a zone effect, a utility power, a ritual, etc).
 

And then summoning some more extra undead depending on what power he's using (a zone effect, a utility power, a ritual, etc).
Wall of Zombies for the win! Honestly I be tremendously happy if that was stolen from Diablo 3, such a fun ability.

But yeah I would like to see lots of one-off Powers (perhaps with Sustain Minor) that is based around bringing in new undead, or undead aspects. Could have zones of grasping hands coming out of the dirt, large skeletons encasing enemies in a prison of bone, WALL OF ZOMBIES!, exploding undead, swarms of little undead grasping onto someone doing ongoing damage and slowing them. Lots of fun stuff could be done.
 

But yeah I would like to see lots of one-off Powers (perhaps with Sustain Minor) that is based around bringing in new undead, or undead aspects. Could have zones of grasping hands coming out of the dirt, large skeletons encasing enemies in a prison of bone, WALL OF ZOMBIES!, exploding undead, swarms of little undead grasping onto someone doing ongoing damage and slowing them. Lots of fun stuff could be done.
Did you see the Necromancy article in Dungeon in January?

Grasp of the Grave (Wizard 5)
Skeletal hands burst forth from the earth, and ghostly claws swirl from the air to snatch at your foes.

Creates a burst that lasts tilt he end of the encounter. Does necrotic damage and dazes anyone in the area.

Entombing Earth, Wizard Attack 19
A maw of moaning grave dirt appears around your foe and slams shut with echoing finality.

Target is hit, stunned, takes ongoing damage, and others cannot gain line of sight/effect on the target until target has saved from the stunning. Easily reflavored as a prison of bone. (Lowering the level and further reflavoring mechanics for a "Bone prison"; change 'stun' to 'restrain', and remove the line of effect/sight limitation.)

Then there's animate dead, which is rather generic.
 
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True say, damn you 3am memory! (3am also causes sporadic bouts of sleep deprived hyperness thus the use of !!!).

Well, hopefully that may mean if that is the direction they view Necromancy as, the actual Necromancer class will get some similar abilities and then some. I personally have latched onto (atleast in this sleep deprived state) of lots of little pygmy skeletons/undead latching into a enemy slowing him and doing ongoing damage. I just got this mental image of say a ogre stumbling around with skeletons all over him. It is nice too cause it could be comical; "skeleton pokes him in the eye, plays jokes with him kind", or really nasty and dark, "skeletons slowly devouring him".
 

Well, hopefully that may mean if that is the direction they view Necromancy as, the actual Necromancer class will get some similar abilities and then some.
One power I hope is a sign of their direction: Soul Puppets (Wiz 15).

4d8 int damage and target is immobilized (save). However, if the target is undead, no damage, but target is immobilized.

The Necro being able to do bad things to undead is very good, in my opinion. Undead should be afraid of Necromancers, because Necros should be able to do bad things to undead.

But the reverse of that is just a lot of powers which do necrotic damage, which is pointless against undead, who have fat necrotic resistances.

(Actually, now that I think about it, that is a great idea for something like a Fire mage or an Elementalist; able to do worse things to fire-based monsters, instead of looking like wimps. They after all know fire real well; they should be able to strip resistances/weaken fire monsters to begin with.)

I personally have latched onto (atleast in this sleep deprived state) of lots of little pygmy skeletons/undead latching into a enemy slowing him and doing ongoing damage. I just got this mental image of say a ogre stumbling around with skeletons all over him. It is nice too cause it could be comical; "skeleton pokes him in the eye, plays jokes with him kind", or really nasty and dark, "skeletons slowly devouring him".
Makes me think of the Tooth Faerie scene from Hell Boy 2.

I can imagine a swarm working different ways. Either it's:
-A conjuration similar Flaming Sphere's mechanics.
-A zone that the wizard can move (Hunger of Hadar, PHB 134).
-A single target or area attack with ongoing damage/daze effect (the "get'm off me!").

The problem with the first two is that the target can just walk away. Swarms are more consuming, so there's no 'lasting little guys climbing all over you". The problem with the latter is that, once they save, what happens to the skeletons? And the latter likely "feels" like every other attack spell.

Perhaps a combo of 2 and 3 - a zone that causes 'save ends' to those who go inside. Although I'm not sure how powerful that is. Look at Curse of Bloody Fangs (PHB 134) that can do a little more controllery.

Edit: Take a look at Contagion (FR Player's Guide, 36).
 
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I dunno how balanced this would be, but what if the power had a Immediate Reaction to the Save End. It be essentially, the enemy is able to shrug off the swarm and if the Immediate Reaction roll succeeds then a weakened Swarm attacks again (be like a Secondary Attack) and the enemy needs to perform one final Save End.

This could have it sorta replicate the feeling that the Swarm has been beaten down and such. But it is still out there, unless the enemy is extremely lucky and fully beat back the Swarm.

On the notion of element and necrotic and such. While not Powers or Class Features, there has been some feats where a Keyword does specific amount more damage if faced with its resistance.

Shall check out those Powers too.

Edit: OOO, Contagion would be good for Swarms. I can just imagine parts of a Swarm leaping off to attack others as their fellow companion stumbles about with the Swarm covering him.

LOL, you could almost build a whole class on just Swarms :p
 
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On the notion of element and necrotic and such. While not Powers or Class Features, there has been some feats where a Keyword does specific amount more damage if faced with its resistance.
Hmmm. I haven't really seen that feat (or at least read it). But I bet it's in PHB2.

But, I can see quite a few powers of that fashion. If monster has a certain keyword (or a certain resistance), the monster is Weakened (save ends). Or, the monster's resistance is removed, and now they're vulnerable against it.

LOL, you could almost build a whole class on just Swarms :p
Or a build. Or, at least, an article! :D
 

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