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Necromancer Build - any help?
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<blockquote data-quote="Shard O'Glase" data-source="post: 1280924" data-attributes="member: 1134"><p>haven't seen any necro core classes yet, I'd be interested in that so I might have to pick up a dragon mag. And at least look through the book previously mentioned.</p><p></p><p>What I really think they should do though is something similar to monte cook's arcana unearthed spells. In that he had 3 levels of spells for each spell one cast at 1 level lower 1 cast at the norm level and 1 cast at 1 level higher. For D&D though I'd instead like to see a normal spell and a spell cast by a specialist wizard and domain spell of a cleric.</p><p></p><p>For example: animate dead 3rd level cleric/4th level wiz/sor.</p><p></p><p>Spell as normal text here.</p><p></p><p>If cast by a necromancer or a cleric with the death or undead domains this spell doesn't require a material component and they can create and command up to 6hd per level of undead instead of the normal 4.(don't remember exactly what animate undead does now in 3.5)</p><p></p><p>With somehting like this a specialist actually has some flavor built into the mechinics, and it gives a reason to be one. Heck take away 3 schools if that's what it takes. Though I'd likely prefer a lack of a bonus spell per spell level and the need to pick to opposition schools where you either couldn't cast learn spells or you cast diminshed versions.</p><p></p><p>Sort of like adding yet another paragraph to animate dead that said. If necromancy is an opposition school, the material components are twice as expensive and you only animate/control 2/hd worth of undead per level.</p><p></p><p>I'd much prefer this to 9 new core classes the necro, the abjurist, the enchanter, the illusionist etc.</p></blockquote><p></p>
[QUOTE="Shard O'Glase, post: 1280924, member: 1134"] haven't seen any necro core classes yet, I'd be interested in that so I might have to pick up a dragon mag. And at least look through the book previously mentioned. What I really think they should do though is something similar to monte cook's arcana unearthed spells. In that he had 3 levels of spells for each spell one cast at 1 level lower 1 cast at the norm level and 1 cast at 1 level higher. For D&D though I'd instead like to see a normal spell and a spell cast by a specialist wizard and domain spell of a cleric. For example: animate dead 3rd level cleric/4th level wiz/sor. Spell as normal text here. If cast by a necromancer or a cleric with the death or undead domains this spell doesn't require a material component and they can create and command up to 6hd per level of undead instead of the normal 4.(don't remember exactly what animate undead does now in 3.5) With somehting like this a specialist actually has some flavor built into the mechinics, and it gives a reason to be one. Heck take away 3 schools if that's what it takes. Though I'd likely prefer a lack of a bonus spell per spell level and the need to pick to opposition schools where you either couldn't cast learn spells or you cast diminshed versions. Sort of like adding yet another paragraph to animate dead that said. If necromancy is an opposition school, the material components are twice as expensive and you only animate/control 2/hd worth of undead per level. I'd much prefer this to 9 new core classes the necro, the abjurist, the enchanter, the illusionist etc. [/QUOTE]
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