Incantatrix


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satori01 said:
Hmm, curious, given that the Evil descriptor means that precisely something is wrong with it. :heh:


Thanks for the answers.

And for what is wrong with evil spells, since we are playing in the FR Setting in our Groups
are those strange People with the Scales of Justice or the Sun of Lathander hanging around their necks.
Use one of this spells and enjoy the talk you will have with them if they are still up to talking ..........
Just remembering the fate of the last Necromant, He was bull rushed by two Paladins of tyr found guilty and they adminstered justice.
So if you dont have some of this people sticking around you there is nothing wrong with that spells.
I have so there is a lot wrong with that spells, Life is unfair.

Khelvan.
 


glass said:
IIRC, you keep any existing spells of that school, but can't learn any more. I can't remember where I read that though, so hopefully someone else will come along with a more definitive answer.


glass.

Yeah that is the rule, it only applies to spells learned thereafter, not prior spells. I too am not sure where I read it but if it's important I am sure I can dig it up.
 

glass said:
If I'm right about keeping your existing spells, then I'd ditch Necromancy.

False life is the only must have, and you can have that (along with other nice spells such as spectral hand) by the time you qualify for Incantrix. A lot of the higher level necromancy spells have the [Evil] descriptor anyway.


glass.

That's what I did with my Incantatrix. And I really like the Necromancy school. However, I like it mostly for its low level spells such as ray of enfeeblement, spectral hand, false life, vampiric touch, and blindness. You do lose enervation and magic jar however (unless you delay taking the prestige class).
 

glass said:
False life is the only must have,

Strongly disagree. Ray of Enfeeblement and Ray of Exhaustion are extremely powerful spells for their levels, given what they do and the fact that they don't allow a saving throw to avoid the effect (only requiring a ranged touch attack). I've seen what these spells can do in play and it's utterly devastating. I'd definitely count Ray of Enfeeblement as being much more powerful than the oft-touted Magic Missile for combats with just one or two foes that aren't immune to its effects. Stack both of them on a single target and even the most fearsome opponent is basically dead meat.

ETA: Whoops, Ray of Exhaustion does allow a Fort save, however even if it succeeds, the target is still fatigued.
 
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Give Up necromancy?????? Do you realize that at level 17 an incantrix and give someone 24 negative levels in one spell, no save?????!!!!!!! And thats without any cheese.
 

anton1066 said:
Give Up necromancy?????? Do you realize that at level 17 an incantrix and give someone 24 negative levels in one spell, no save?????!!!!!!! And thats without any cheese.

How? Enervation obviously, but altered by what?
 


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