Liquid Snake
First Post
PeterLind, even though I don't agree with your solution, I do agree the benefits form school specialization doesn't seem to be worth banning two schools.
The Sigil said:Look at things from a necromancer's point of view... as someone who is big into death and negative energy...
The necromancer isn't going to try to go toe to toe with evokers, he's going to send out his Legions of Undead (TM) to deal with them first. The evokers will bolow through their area-effect spells mowing down his minions.
A necromancer has undead, animated minions - he doesn't WANT to have dispel magics going off because that will "un-animate" them. Dispel magic is bad for business - causes too much collateral damage to the necromancer's own handiwork.
Again, the necromancer doesn't get his way by blasting things. The necromancer gets his way by sending out Legions of Undead or dealing personally with his targets. The threat of being withered or level-drained or tortured to death only to rise in undeath is not something most people particularly enjoy. The necromancer's power isn't feared because he can turn the town into ash... he's feared because he can turn the town into his mindless, undead slaves.
Who needs to conjure creatures when you can animate them? Granted, the teleport and plane shift and demon summoning spells are probably within the flavor of a necromancer, but a good necromancer is never "in the thick of combat."
Why on earth does a necromancer want to have anything to do with enchantment? He can't use it on his zombies. He (usually) doesn't have other people around to use it on. As for interrogation, a necromancer doesn't need to be your friend - he'll just kill you and then use speak with dead. Or worse, threaten to kill you and use animate dead so you can't be raised.
The necromancer doesn't do the dirty work himself. Why cast water-breathing when you can just send some zombies and skeletons (which don't breathe) into the water instead? Why use gaseous form when you can send in an incorporeal wraith or spectre instead?
Again, you're trying to make the necromancer a "blast mage" - he's not. Necromancers work best behind the scenes, out of sight, until they have their prey in their power.
Again, your problem is that you are equating "necromancer" to "megamage." As I said before, evil necromancers do not terrorize a village by threatening to turn it to ash - they terrorize the village by threatening to "involuntarily enlist" the populace into his unholy undead legions. They don't want to put the king under their spell, they want the king dead - or at least intimidated enough to stay out of their way. They don't need to summon demons - they have vampires and liches that will be happy to work with them. They don't need to erect spell defences - because nothing living should be able to get close enough to make them sweat.
Liquid Snake said:PeterLind, even though I don't agree with your solution, I do agree the benefits form school specialization doesn't seem to be worth banning two schools.
Number47 said:
Well, if everyone agreed that the benefit is worth it, it is probably overpowered. As a rule of thumb, about half of people should think it is worth the cost, about half should think the cost is too high. Much like playing a wizard vs. sorcerors. Is the benefit of more spells, spontaneous casting worth getting top level spells a level later? Some say yes, some say no. As it should be.
How about leaving the specialization rules as-is, but also giving the specialized school a +1 caster level for the extra spell per level that is cast?PeterLind said:I have the following suggestion: Just drop the School Specialization restrictions and allow a Favored School for wizards like Domains for clerics. . . The Favored School is chosen at 1st level.
Why? The restrictions on School Specialization (loss of 2 schools usually) outweigh the benefit to the wizard (basically +1 spell slot per level with the school). A wizard character wanting the benefits of school specialization should not have to eliminate two entire schools of magic.
humble minion said:
Part of my reaction stems from the fact that the PC necromancer I was referring to was not going to animate except in extreme circumstances - partly as an aesthetic choice, partly as a nod to the way my GM wants the campaign to run (no "Zombie! Trigger that trap!") So am aware that I'm putting extra limitations on myself here in addition to the mechanical ones. I'd just like necromancy to be more about the primal forces of flesh and bone, life and death rather than simply undead-creation and eeeeevilness.