D&D (2024) Magic Secrets: Best Necromancy Spell With Dis. On the Save.

Zardnaar

Legend
So our the PCs hit level 10 after defeating an avatar of Myrkul.

They retrieved a legendary item. Myrkuls staff of cherished necromancy. The staff gives disadvantage on saves vs necromancy spells.

Xanathars and Tashas is allowed.

The bard ended up with the staff. She can pick up to 2 level 1-5 cleric/wizard/Druid spells. The staff also grants.

Chill touch and toll the dead cantrips.

Summon undead or animated dead 1/short rest.

Create undead 1/long rest.

So any advice on some spells to consider?
 

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The main two I'd have in mind are bestow curse and contagion. But looking up the rule changes I see that they are both worse for exploiting this kind of thing than they were previously. I think they're still ok choices though.
 


The main two I'd have in mind are bestow curse and contagion. But looking up the rule changes I see that they are both worse for exploiting this kind of thing than they were previously. I think they're still ok choices though.

I was looking at contagion and some spells in Xanathars/Tashas
 

Blindness / Deafness - it lasts for a minute or until the save is made. Blinding enemies and given them disadvantage on the save is strong. It is a con save, however. This, however, can entirely gut many enemies. - No longer Necromancy.

Blight for pure damage is a decent choice if you need it.

However, Cause Fear is a winner. Wis save is decent. I had an Archer that has access to the spell. She used to use it to keep melee based enemies at a distance while she struck them down (as well as ranged enemies like spellcasters - staying 155 feet away from a target when they can't approach can be devastating.
 
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Blindness / Deafness - it lasts for a minute or until the save is made. Blinding enemies and given them disadvantage on the save is strong. It is a con save, however. This, however, can entirely gut many enemies.

Blight for pure damage is a decent choice if you need it.

However, Cause Fear is a winner. Wis save is decent. I had an Archer that has access to the spell. She used to use it to keep melee based enemies at a distance while she struck them down (as well as ranged enemies like spellcasters - staying 155 feet away from a target when they can't approach can be devastating.

Blindness is no longer necromantic.
 

Inflict Wounds. Bards are already full of good concentration spells, let him have a damage dealing spell for anything that gets too close.

I mean there's just not alot of good necromancy spells that are save dependent.
 
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Eyebite. Lasts a minute, has a couple of options to take even big baddies out of the fight by making them flee or sleep (fun fact, dragons aren't immune to sleep spells) Sickened is normally a weak choice b/c saves make you immune to this casting, but disadvantage on saves makes it quite useful.

Toll the Dead with disadvantage on saves is a non-trivial boot to the face.
 

Eyebite. Lasts a minute, has a couple of options to take even big baddies out of the fight by making them flee or sleep (fun fact, dragons aren't immune to sleep spells) Sickened is normally a weak choice b/c saves make you immune to this casting, but disadvantage on saves makes it quite useful.
It's a level 6 spell though, right?
Toll the Dead with disadvantage on saves is a non-trivial boot to the face.
I like this.
 


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