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Level 1 Animate Dead
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<blockquote data-quote="Xeviat" data-source="post: 8263223" data-attributes="member: 57494"><p>Just got done playing (as a player, not a DM!) "Rime of the Frostmaiden" as a Life Cleric, and it was fun being on the other side of the DM screen for once in a long time. One of the other players was playing a Necromancer Wizard, and I saw them be incredibly frustrated with how long it took for them to get their <em>Animate Dead</em> spell. It was kind of weird for a necromancer to take so long to really be able to be a necromancer.</p><p></p><p>I started talking with the other player about trying to redesign the <em>Animate Dead</em> spell to be a 1st level spell. For reference, here's the existing spell's text:</p><p></p><p></p><p></p><p>I have always been under the impression you could only have up to 4 skeletons/zombies under your control with the 3rd level animate dead, but it seems like if you wanted to use more 3rd level spell slots reasserting control you could.</p><p></p><p>But, going off that assumption, what if you could animate (and maintain control of) 1 skeleton/zombie with a 1st level slot (and trying again would make you lose control of any before), and you needed to use higher level slots to maintain more? If the +2 per level was maintained, then it would be a straight buff to the 3rd level version, but I'm more concerned about 1st level.</p><p></p><p>How bad would having a skeleton or zombie pet be at 1st level?</p><p></p><p></p><p></p><p></p><p></p><p>Now, if <em>Animate Dead</em> had a slight nerf that you <strong>had</strong> to use your bonus action every round to command them (that they wouldn't just keep following their last command), then the spell could be comparable to Spiritual Weapon in its output, except that the attack isn't based on your stats (so the to hit and damage are lower), it lasts longer, but it has its own HP. Having its own HP is a double edged sword; it means it can take hits for you, but it also means it can be destroyed (spiritual weapon can't be destroyed except for dispel magic).</p><p></p><p>Comparing it to spiritual weapon might mean it needs to be 2nd level. But, lets look at the damage a 1st level spell would deal on its own? Chromatic Orb does 3d8 (13.5); Burning Hands does 3d6 (10.5). Chromatic Orb would be enough to down the skeleton on an average roll.</p><p></p><p>If we had a Wizard vs. Wizard at 1st or 2nd level, one who cast animate dead for a skeleton, one who cast mage armor, how comparable are they?</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 8263223, member: 57494"] Just got done playing (as a player, not a DM!) "Rime of the Frostmaiden" as a Life Cleric, and it was fun being on the other side of the DM screen for once in a long time. One of the other players was playing a Necromancer Wizard, and I saw them be incredibly frustrated with how long it took for them to get their [I]Animate Dead[/I] spell. It was kind of weird for a necromancer to take so long to really be able to be a necromancer. I started talking with the other player about trying to redesign the [I]Animate Dead[/I] spell to be a 1st level spell. For reference, here's the existing spell's text: I have always been under the impression you could only have up to 4 skeletons/zombies under your control with the 3rd level animate dead, but it seems like if you wanted to use more 3rd level spell slots reasserting control you could. But, going off that assumption, what if you could animate (and maintain control of) 1 skeleton/zombie with a 1st level slot (and trying again would make you lose control of any before), and you needed to use higher level slots to maintain more? If the +2 per level was maintained, then it would be a straight buff to the 3rd level version, but I'm more concerned about 1st level. How bad would having a skeleton or zombie pet be at 1st level? Now, if [I]Animate Dead[/I] had a slight nerf that you [B]had[/B] to use your bonus action every round to command them (that they wouldn't just keep following their last command), then the spell could be comparable to Spiritual Weapon in its output, except that the attack isn't based on your stats (so the to hit and damage are lower), it lasts longer, but it has its own HP. Having its own HP is a double edged sword; it means it can take hits for you, but it also means it can be destroyed (spiritual weapon can't be destroyed except for dispel magic). Comparing it to spiritual weapon might mean it needs to be 2nd level. But, lets look at the damage a 1st level spell would deal on its own? Chromatic Orb does 3d8 (13.5); Burning Hands does 3d6 (10.5). Chromatic Orb would be enough to down the skeleton on an average roll. If we had a Wizard vs. Wizard at 1st or 2nd level, one who cast animate dead for a skeleton, one who cast mage armor, how comparable are they? Thoughts? [/QUOTE]
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