Gradine
🏳️⚧️ (she/her) 🇵🇸
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.
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.