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Mistress of Necromancy, Death, and Undead
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<blockquote data-quote="emoplato" data-source="post: 5954210" data-attributes="member: 97812"><p>You know how I mentioned control winds? I want you to look up wind strength levels and see what they do. It can effectively render any creature using common forms of movement immobile and shuts down ranged attacks. The monolith I mentioned has earth glide meaning he can pop up anywhere by traveling in the ground. If he hits something they can be bull-rushed making a grounded creature into a flying creature. Druids in general have many spells that manipulate nature and surroundings into something hazardous(growth, wall of thorns, control weather...etc). Dread Necromancers on the other hand have a small list mostly filled with the necromantic essentials, debuffs, and save or die/screwed's.</p><p>Leadership is always a good choice if your DM lets you and you know how to compliment your base one.</p><p>Revive Undead is only worth it if you really have invested in a slain undead of your army. I wouldn't suggest having it unless you are dealing with an awakened 20 HD undead. It wouldn't be a spell I would recommend to a spontaneous caster.</p><p>The trick Radja mentioned is quite morally evil and cheesy. No, rational DM would let their players do this. The idea is that you would use low level AoE spells to slay commoners from level loss turning them into wights. It is explained under negative levels.</p></blockquote><p></p>
[QUOTE="emoplato, post: 5954210, member: 97812"] You know how I mentioned control winds? I want you to look up wind strength levels and see what they do. It can effectively render any creature using common forms of movement immobile and shuts down ranged attacks. The monolith I mentioned has earth glide meaning he can pop up anywhere by traveling in the ground. If he hits something they can be bull-rushed making a grounded creature into a flying creature. Druids in general have many spells that manipulate nature and surroundings into something hazardous(growth, wall of thorns, control weather...etc). Dread Necromancers on the other hand have a small list mostly filled with the necromantic essentials, debuffs, and save or die/screwed's. Leadership is always a good choice if your DM lets you and you know how to compliment your base one. Revive Undead is only worth it if you really have invested in a slain undead of your army. I wouldn't suggest having it unless you are dealing with an awakened 20 HD undead. It wouldn't be a spell I would recommend to a spontaneous caster. The trick Radja mentioned is quite morally evil and cheesy. No, rational DM would let their players do this. The idea is that you would use low level AoE spells to slay commoners from level loss turning them into wights. It is explained under negative levels. [/QUOTE]
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