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ideas for a good 4th level spell pick for budding 7th lvl necromancer
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<blockquote data-quote="evilbob" data-source="post: 4030121" data-attributes="member: 9789"><p>I'm trying to come up with some good advice for a friend of mine on their newly 7th level necromancer. My friend gets to pick two 4th level spells as a wizard, one of which is undoubtedly going to be <em>animate dead</em>. My only problem is: what's a good 2nd choice to recommend?</p><p></p><p>Prohibited schools are illusion and enchantment, so no <em>charm monster</em> or <em>greater invisibility</em>. The build is an undead-commanding, -raising necro who has horrible strength and poor HP (so touch spells are pretty much out - bye-bye <em>bestow curse</em>) and phenomenal DCs on necromancy spells (spell focus AND greater spell focus necromancy). Also pretty good at rays (high Dex). The campaign is very undead-heavy (so charm wouldn't be very useful anyway), and the party already has a cleric (so things like <em>remove curse</em> are covered). The group is pretty far from a shop at the moment, so this second spell selection is pretty important and will have to last a while. All core and Spell Compendium spells are open. Other stuff might be, depending on the source.</p><p></p><p>I've always been a huge fan of movement spells, so <em>dimension door</em> was going to be my main suggestion. But it's only useful for up to two other characters until level 9, at which point my friend could grab <em>teleport </em>anyway. (And what good is that when you have lots of minions to take with you?) <em>Scry</em> is always a good standby, but the material component would actually be pretty tricky to come by at this point in the campaign (and the cleric can grab it in two levels anyway). I wondered about perhaps <em>summon monster IV</em> or <em>summon undead IV</em>? Summon undead is neat, but fairly useless against other undead (undead are generally immune to other undead's special attacks), and as another recent thread of mine pointed out, allips and ghasts can actually hurt the party more than help. Summon monster, by contrast, summons a lot of creatures that can easily get their butt kicked by undead. <em>Enervation </em>and <em>fear </em>are both strong spells (especially for this build), but less useful overall in an undead-heavy campaign. (Then again, not everything is undead.) <em>Polymorph</em>... is just way too complicated.</p><p></p><p>Any ideas or suggestions are appreciated - especially ones that involve using spells in some effective way that isn't very obvious. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (Also, the player isn't really looking to change the build, so ideas that suggest respec'ing or something along those lines aren't really what I'm looking for.) Thanks!</p><p></p><p></p><p>Related question: would <em>shout</em> work against undead? It works against crystaline objects, but I don't know if that really qualifies it...</p></blockquote><p></p>
[QUOTE="evilbob, post: 4030121, member: 9789"] I'm trying to come up with some good advice for a friend of mine on their newly 7th level necromancer. My friend gets to pick two 4th level spells as a wizard, one of which is undoubtedly going to be [I]animate dead[/I]. My only problem is: what's a good 2nd choice to recommend? Prohibited schools are illusion and enchantment, so no [I]charm monster[/I] or [I]greater invisibility[/I]. The build is an undead-commanding, -raising necro who has horrible strength and poor HP (so touch spells are pretty much out - bye-bye [I]bestow curse[/I]) and phenomenal DCs on necromancy spells (spell focus AND greater spell focus necromancy). Also pretty good at rays (high Dex). The campaign is very undead-heavy (so charm wouldn't be very useful anyway), and the party already has a cleric (so things like [I]remove curse[/I] are covered). The group is pretty far from a shop at the moment, so this second spell selection is pretty important and will have to last a while. All core and Spell Compendium spells are open. Other stuff might be, depending on the source. I've always been a huge fan of movement spells, so [I]dimension door[/I] was going to be my main suggestion. But it's only useful for up to two other characters until level 9, at which point my friend could grab [I]teleport [/I]anyway. (And what good is that when you have lots of minions to take with you?) [I]Scry[/I] is always a good standby, but the material component would actually be pretty tricky to come by at this point in the campaign (and the cleric can grab it in two levels anyway). I wondered about perhaps [I]summon monster IV[/I] or [I]summon undead IV[/I]? Summon undead is neat, but fairly useless against other undead (undead are generally immune to other undead's special attacks), and as another recent thread of mine pointed out, allips and ghasts can actually hurt the party more than help. Summon monster, by contrast, summons a lot of creatures that can easily get their butt kicked by undead. [I]Enervation [/I]and [I]fear [/I]are both strong spells (especially for this build), but less useful overall in an undead-heavy campaign. (Then again, not everything is undead.) [I]Polymorph[/I]... is just way too complicated. Any ideas or suggestions are appreciated - especially ones that involve using spells in some effective way that isn't very obvious. :) (Also, the player isn't really looking to change the build, so ideas that suggest respec'ing or something along those lines aren't really what I'm looking for.) Thanks! Related question: would [I]shout[/I] work against undead? It works against crystaline objects, but I don't know if that really qualifies it... [/QUOTE]
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