Looking to Improve My Spell Selection-Opinions on these Ideas

Werewolf_26

First Post
After giving it some thought, the Necromancer I asked about last week (or the week before that) has leveled up.

I'm going to pick up Glitterdust (we've been fighting A LOT of invisible creatures, as well as shadows). I was thinking about picking up blur based on the fact that it would remove the ability of enemy rogues to sneak attack and that it would provide a 20% miss chance against all the shadows we have been fighting lately.

Blur is the one not set in stone. I'd like your opinions on whether or not you think it would be worth it.

Besides that, I've decided to go straight Necromancer. Since I'm not going to be able to control undead to the same degree as our Cleric/(Master of Shrouds - wannabe), I would like to change the direction of the necromancer I'm playing. Instead of controlling undead (power over undead) I would like to concentrate on the ability to strip away power and hinder opponents instead.

Spells I am aware of in this particular area are:

Chill touch (damage and STR drain)
Ray of Enfeeblement (Str Drain)
Vampiric touch (HP drain)
Enervation (Level Drain)

But that's it.

What do you think the levels would be on spells like:

Ray of Sloth's Speed (Drains Dex instead of STR)
Ray of Withering (Drains CON instead of STR)
Cone of Enfeeblement (effects more opponents instead of just one)

Thanks for your help.

Werewolf_26
"Green Wizard shot the potion."
 

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What do you think the levels would be on spells like:

"Ray of Sloth's Speed (Drains Dex instead of STR)"
I'd say this is equal to Ray of Enfeeblement


"Ray of Withering (Drains CON instead of STR)"
I'd say this is a little more powerful than Enfeeblement, because high hit die characters & monsters could lose alot of hit points off of 1 or 2 points drained. Either limit it to 1-2 Con damage and stay at the same spell level, or make it the same as enfeeblement and raise it up one level.

Cone of Enfeeblement (effects more opponents instead of just one)
Maybe 1 level highter AND limit the drain to 1-2 points.

Check out Dragon mag back issues, There was an article devoted to Ray spells. They may have had one or two similar spells in there to what you are looking for. If you need the issue # or some specifics, email me at ThomasBJJ@hotmail.com and I'll look for that issue.
 

I'd leave the rays at the same level, and bump the cone up two or three. All the ability buffs are the same level, and I would not put one of them above another. Any ability loss is going to drasticly alter a creature, by lowering saves, spell DC's, AC, or it' damage and chances to hit. CON loss is just universal because everything has HP, but if you have two Necromnancer types, I'd bet you'll see alot of thing that can't lose CON at all. A cone is nastier, but does not have the direct fight stopping ability of ,say, a Cone of Cold, so only a slight increase in level.

See if you can get your DM to aprove something like the opposite of the Sun domain. Once per day you can attempt a Greater Control. If you are shying away from control, don't forget you can bolster your allies undead, or aid him in a Rebuke/Control attempt. DotF has abilities that burn turn attempts for special abilities, too.

T&B has cool spells like Negative Energy Burst, harms enemies, heals undead, ect. Slime Wave also hurts. Also, think of spell feats, like Maximize and Chain. Put those on Enervation, and you'll really be putting on the pain.
 
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