Hinty wrote: Thu Mar 11, 2021 4:29 pm
Not an awful idea.
There is more to the Necromancy school than "Hur hur, I evil I make zombie!" Necromancy is the School of Magic focused upon the magics of Life and Death. As it stands, the Arelith specific bonuses for focusing in Necromancy are virtually all related to animating the dead, if you are a necromancy specialist and not evil, you get pretty much nothing.
Fine, keep the epic spell focus as is, plenty of characters have built around that I am sure, but with Palemaster out there already for Necromancy mages that want to specialise in Undead, perhaps the Necromancer class should get benefits in some other fashion?
I like the specialty spells, Circle of Death is a good example of the focus on death, and Undeath to Death is a good highlight of the fact the school can be ANTI undead too, so I am not inclined to suggest a change there.
DC on necromancy spells (restricted to high levels to avoid further buffing palemasters)?
Death Armour - Hours/Level or Increased Damage?
Circle of Doom 1d8/level damage? Up to 10d8 maybe? I dunno, something, anything to make it remotely useful for a level 5 spell...
Access to Death Ward?
Vampiric Touch heals the user rather than granting Temp HP, or grants Temp HP if healing is more than max hp?
Eyebite becomes area effect? Or Sicken effect is permanent? (Seriously, short duration -2 debuf to single target for a level 6 spell slot?)
Halt Undead effects more than three targets? 1HD per level perhaps? 3 Targets standard, 6 with GSF 8 with ESF?
Some sort of cookie for the Necromancer who studies the school for reasons other than dragging the dead along on their adventures would be nice.
I love all these ideas, honestly.
It would be great for necro specialists to synergize with non PM things.
As it stands i think currently a necro specialist is getting things you either get as a PM anyway, which if we are being honest if your plan is a necro wizard you are likely going to take atleast 3 to 10 levels in PM anyway
Id like to see necro specialists get perks starting at 8, 15, 18, 20, and 25 as those are the levels that dipping into PM make PM less worthwhile. 5 pm doesnt net the bone arm but does net +2 AC for example as well as other pm bonuses.
10 pm gains the crit immunity but not mummydust/EDk
16 PM required for EDk so taking 15 wizard levels locks that off
And an 8th level perk so that taking Necro specialist and PM doesnt gimp you for losing premonition
As far as WoF goes, the idea of nerfing something or removing a feature due to user error is a fallacy, and frankly doesnt make sense.
If you limit soemthing that takes skill to use, then you effectively remove skill based play.
Ive played PMs on and off for 3-4 years. And have used Dread mummies effectively in PvP as well as PvE. Infact most recently the choice of mummies instead of vampires effectively won me a tournament against a higher level wizard opponent due to the blind and WoF banishment getting a good roll.
This may be an edge case, but having the ability to choose is more important.
I will say this with a caviat. This is infact a nerf for all ES: Mummy dust users. And not all mummy dust users are wizards.
This effectively nerfs palemasters, clerics, favored souls etc who have mummy dust.