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General Tabletop Discussion
Character Builds & Optimization
Level 6 Wizard (Necromancer): Where to go from here?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6764158" data-attributes="member: 6787650"><p>BTW, there are a lot of fun combos for Necromancers. You're aware, I'm sure, that you can create a Wight at level 15 and then use Command Undead to dominate it permanently with no ongoing cost. You're also aware that you could potentially pick up your own personal Beholder Zombie or White Dragon Dracolich or Mummy Lord slave at some point (use Bestow Curse and/or Feeblemind to ensure that you win the initial contest so the opportunity doesn't get wasted). You can also cast Stinking Cloud/Cloudkill and let your skeletons fight within it (they're immune to poison). You can Mage Armor your skeletons. You can make your skeletons grapple enemies and push them off cliffs, or jump off cliffs while holding the enemies. (Re-animate the bones later.) You can create a Demiplane and fill it entirely with as many superskeletons (33 HP and d6+8 damage per attack) as you can animate (call it 150), and then use it as a Doomsday device (e.g. scry-and-die variant). You can cast Seeming to disguise your whole skeleton army as a squad of grim-faced soldiers led by a sergeant (your ghoul/wight). Your can create wights and then rather of renewing the spell on them every day, Geas them instead. (Doesn't work on ghouls/ghasts/mummies though because they're immune to charm.)</p><p></p><p>And you're a full wizard on top.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6764158, member: 6787650"] BTW, there are a lot of fun combos for Necromancers. You're aware, I'm sure, that you can create a Wight at level 15 and then use Command Undead to dominate it permanently with no ongoing cost. You're also aware that you could potentially pick up your own personal Beholder Zombie or White Dragon Dracolich or Mummy Lord slave at some point (use Bestow Curse and/or Feeblemind to ensure that you win the initial contest so the opportunity doesn't get wasted). You can also cast Stinking Cloud/Cloudkill and let your skeletons fight within it (they're immune to poison). You can Mage Armor your skeletons. You can make your skeletons grapple enemies and push them off cliffs, or jump off cliffs while holding the enemies. (Re-animate the bones later.) You can create a Demiplane and fill it entirely with as many superskeletons (33 HP and d6+8 damage per attack) as you can animate (call it 150), and then use it as a Doomsday device (e.g. scry-and-die variant). You can cast Seeming to disguise your whole skeleton army as a squad of grim-faced soldiers led by a sergeant (your ghoul/wight). Your can create wights and then rather of renewing the spell on them every day, Geas them instead. (Doesn't work on ghouls/ghasts/mummies though because they're immune to charm.) And you're a full wizard on top. [/QUOTE]
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Level 6 Wizard (Necromancer): Where to go from here?
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