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Looking to Improve My Spell Selection-Opinions on these Ideas
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<blockquote data-quote="Jondor_Battlehammer" data-source="post: 357407" data-attributes="member: 5335"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Jondor_Battlehammer, post: 357407, member: 5335"] 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. [/QUOTE]
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