Summoner wizards..do they suck or is what I have heard wrong?

I've long since given up the idea that your stats determine your "character" in 4e. A 3e Rogue with 12 Dex, 18 Int and 16 Cha in 4e will likely have an 18 Dex, 16 Int and 13 Cha. It's the same character, just with a stat block that actually makes them an effective 4e character.

Divorcing the concept of attributes from being a role-playing tool was probably my final step in learning to stop worrying and love the 4e.

That said, reflavoring the Wizard's powers is probably still the way to go. Liberal use of energy substitution (is this a real feat now or still just something most sensible tables houserule as necessary?) to slap on some necrotic or fear damage to powers and you're good to go. With the right creative mind nearly any concept is feasible, from the aforementioned necromancer's Flaming Skull/Skeleton to a loonie who slings banana cream pies in lieu of Magic Missiles.

I also think that the Necromancer's ability to summon undead is a bit overblown... the PHB 3.5 gives the Necromancy school a grand total of 4 undead conjuration/creations (and that's if we're generous enough to count Spectral Hand). The spell compendium adds three more. And sure, there's the Summon Undead suite of spells (I-V) got made for the Dread Necromancer in the Heroes of Horror book, but these are still technically in the Conjuration school. Even if we shuffle these spells to the "proper" school that's just over 10% of Necromancy's spell list. If we add commanding undead that brings it to around 17%. They are iconic spells, to be sure, but you could have, at best, 1-2 undead summoning spells and still easily be a proper Necromancer.

I think we get this in our heads that summoning/controlling undead is the major shtick of necromancers because the majority of our dealings with them involve trolling through dungeons filled with summoned/controlled undead before confronting the big bad him/herself. And I'm sure when your necromancer finally wants to settle down and find a nice dungeon to study unholy rituals in, they'll probably do what they can to fill it with undead guardians. But your adventuring necromancer and your locked-in-the-dungeon necromancer are two entirely different beasts, which is where all those nifty fear, and contagion (refluffed poison or acid) and negative energy (necrotic) spells come in handy.
 

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In fact, here's my attempt at a Wizard through 10 levels with exactly one summoning power (the "iconic" Animate Dead at 9th level). I instead focused on Cold, Psychic/Fear (the 4e Illusionist stole some of the Necromancer's stuff), Acid (refluffed as "Disease" or "Pestilence" or what have you), and I think two Necrotic powers.

You could probably do a much better job with feats (I didn't really put any effort into feat selection) and if you wanted Expanded Spellbook you might pick up a few extra Summons to re-fluff for your trouble. There are some quite interesting Religion-based skill powers that seem to fit well with the necromancer with a little refluffing (my favorite being Deliverance of Faith).

====== Created Using Wizards of the Coast D&D Character Builder ======
Frank, level 10
Human, Wizard
Arcane Implement Mastery: Orb of Imposition

FINAL ABILITY SCORES
Str 8, Con 12, Dex 10, Int 20, Wis 18, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12.


AC: 22 Fort: 17 Reflex: 21 Will: 22
HP: 63 Surges: 7 Surge Value: 15

TRAINED SKILLS
History +15, Arcana +15, Insight +14, Religion +15, Dungeoneering +14

UNTRAINED SKILLS
Acrobatics +5, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, Intimidate +6, Nature +9, Perception +9, Stealth +5, Streetwise +6, Thievery +5, Athletics +4

FEATS
Wizard: Ritual Caster
Human: Action Surge
Level 1: Bitter Cold
Level 2: Coordinated Explosion
Level 4: Expert Ritualist
Level 6: White Lotus Enervation
Level 8: Unarmored Agility
Level 10: Toughness

POWERS
Bonus At-Will Power: Winged Horde
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Ray of Frost
Wizard encounter 1: Ray of Enfeeblement
Wizard daily 1: Acid Arrow
Wizard daily 1 Spellbook: Phantom Chasm
Wizard utility 2: Daunting Presence
Wizard utility 2 Spellbook: Arcane Mutterings
Wizard encounter 3: Chill Claws
Wizard daily 5: Grasp of the Grave
Wizard daily 5 Spellbook: Acid Mire
Wizard utility 6: Deliverance of Faith
Wizard utility 6 Spellbook: Theologian's Shield
Wizard encounter 7: Corrosive Mist
Wizard daily 9: Animate Dead
Wizard daily 9 Spellbook: Face of Death
Wizard utility 10: Circle of Protection
Wizard utility 10 Spellbook: Assurance of Prophecy

ITEMS
Spellbook
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

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