National Endowment for the Black Arts

Since fear effects are now under Necromancy...have a big pit full of spikes that the PC party have to carefully overcome to reach you. Then cast Fear (= Turn Living). Watch them run at top speed away from you and...into the pit!
 

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Dogbrain said:
The character is afflicted with boils unless covered in dung.

The character is unable to sleep within the confines of a city.

The character is afflicted with horrible odor.

Is this some kind of personal attack??? :p

I especially like number 2.
 

I am currently playing a cleric of Wee Jas specializing in necromancy and use the following:

1) Harm
2) Death Touch (Death Domain ability)

In 3.0 there are no saves for either of these, and as long as you can successfully touch your target you are in business. This could work in 3.5 also, but probably would not be as effective.
 


We used to have a paladin in our group who was vehemently opposed to undead. While he was sleeping my cleric necromancer would cast create undead on one of our fallen opponents. Since this spell could create intelligent corporeal undead she passed on her hat of disguise to the undead and commanded it to assume the appearance of its original form. In case a detect magic spell was cast, Nystul's Undetectable Aura was cast on the Hat of Disguise to mask its magic aura.

Since my cleric was Lawful Neutral she claimed that she raised the enemy to get information from him, and was going to bring him back to the authorities to be tried. Not truly a lie since she did question him, but usually the undead wouldn't last more than an encounter or two.

This confused the heck out of the paladin. Of course the undead would detect as evil, but most of our enemies were evil anyway. He knew something wasn't right, but never thought to memorize a detect undead spell to confirm his suspicions. :]
 

Not particularly spell related, but still undead-happy:

Boats. Yah, yeah, most undead are too stupid to really sail a ship. So screw sails, row that puppy! Skeletons and zombies are bright enough to follow drum instructions and a warship with three decks of rowers that never tire make *excellent* time.

mining. Again, not so good at the knowing when to stop digging before causing a cave in. *BUT* they work tireless at simple pumps (archimedes' screw) to keep mines dry, don't use air, and you can always have a half-dozen of them working a drill crank as an undead auger.

Mounts. Why does everyone forget the zombie and skeletal horses? Sure, they're slow but load those puppies down! You can save a ton of cash by not feeding draft animals and undead don't suffer exhaustion.

Oh and a nice trick for pale masters is to act like a flesh golem. Once you get the arm and the body armor it doesn't take a whole lot. Have your apprentice take the role of the master and fade into the background.
 

[Chained] Command Undead.

Best necromancer wizard spell ever. The effect lasts for 1 day per caster level. The secondary arcs (of a number equal to your caster level) are at a -4 will save, but mindless undead do not recieve a save. This spell puts a serious hurting on any enemy undead commander.
 

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