Necromancer: Heroic Tier

by Wimwick (Neil Ellis) on February 4, 2009

As I look forward to the release of the Players Handbook 2 and the Complete Arcane, I find it useful to look back at the content that was already released for 4e. By identifying the gaps I can try to guess what will be released in the future. One of the most prominent gaps that I see missing is the Wizard specialization by school. Gone are Illusionists, Conjurers, Necromancers and Invokers. Gone is the plentiful array of Wizard spells. Now we are left with a limited selection of four or five powers per level. We are left with an arcane controller class that has some elements of the specialists, but is really a generalist Wizard.

Some specialists like the Diviner or Conjurer don’t really fit within the 4e power model. Their type of magic has been relegated to Rituals. The introduction of Rituals eliminates certain builds from 4e limiting the kind of specialists available for play. Some specialists fall into this category, but not all.

Over the next few months we’ll be providing powers that allow players to customize their characters and bring the Wizard specialist back into play. Today we present the Necromancer and provide powers from the Heroic Tier. Over the next few weeks we’ll expand this to include Paragon and Epic level Necromancer powers. Forthcoming will be powers for other specialists.

Wave of Fear
Wizard Attack 1
Necrotic energy pulses out from you assaulting your foes and driving them back.
Encounter * Arcane, Implement, Necrotic
Standard Action                     Close burst 2
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d4 + Intelligence damage and each enemy is pushed back 2 squares.
Life Leech
Wizard Attack 1
Purple tendrils of power stretch out from you as you drain your foe of life.
Daily * Arcane, Implement, Necrotic
Standard Action                     Ranged 10
Target: One enemy
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier necrotic damage and the target is weakened (save ends) and knocked prone.
Miss: Half damage and the target is not weakened or knocked prone.
Life Shield
Wizard Utility 2
Dark energy sparks around you, propping you up with the life energy of the fallen.
Encounter * Arcane, Necrotic
Immediate Reaction                     Personal
Trigger: You are hit by an attack.
Effect: Effect you gain 8 + your Constitution modifier temporary hit points.
Halt
Wizard Attack 3
You call upon your knowledge of life energy to stop your foes in their tracks.
Encounter * Arcane, Implement, Radiant
Standard Action                     Area blast 3 within 10 squares
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier damage and the targets are immobilized until the end of your next turn.
Blindness
Wizard Attack 5
You call upon your necrotic power cursing your foes blind.
Daily * Arcane, Implement, Necrotic
Standard Action                     Area burst 3 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: The target is blinded (save ends).
Bone Armour
Wizard Utility 6
As your enemies blow lands your bones thicken providing your with additional protection.
Encounter * Arcane, Necrotic
Immediate Reaction                     Personal
Trigger: You are hit by an attack.
Special: You gain 8 temporary hit points.
Effect: You gain a +4 power bonus to AC and Fortitude Defense.
Vampire’s Grasp
Wizard Attack 7
Your grasp burns and whithers your opponent invigorating you with new life.
Encounter * Arcane, Implement, Necrotic
Standard Action                     Melee touch
Target: One enemy
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage.
Effect: Spend a healing surge and gaining your Constitution modifier as extra healing.
Strength Drain
Wizard Attack 9
You drain the strength from your foes, sapping the will to fight from them.
Daily * Arcane, Implement, Radiant
Standard Action                     Area blast 3 within 20 squares
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier radiant damage and the target is weakened (save ends).
Miss: Half damage and the target is weakened until the end of your next turn.
Necrotic Aura
Wizard Utility 10
You summon forth a field of necrotic energy that lashes out at the enemies which surround you.
Daily * Arcane, Necrotic
Standard Action                     Personal
Effect: Any enemy that start its turn within 2 squares of you takes 1d6 + Intelligence modifier necrotic damage and your Constitution modifier ongoing necrotic damage (save ends).

If you are looking for more on the Necromancer visit the following articles:

Revised Articles

Original Articles

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{ 1 comment… read it below or add one }

1 Wyatt October 9, 2009 at 11:31 am

I’d like to offer some honest critiques if you don’t mind:

Wave of Fear is kind of weak. I think it deserves at least a d8 or d10 damage dice. Close Burst 2 is a convenient area, but I don’t think it’s so convenient it deserves that kind of pathetic damage dice, especially when it’s doing a straight push 2. That’s potentially a lot of guys pushed, but for a power that doesn’t let the Wizard set the tempo of the match to his favor, it’s dealing some really sad damage. I would go with at least 2d4 if you like that kind of average. 1d8 or 1d10 is probably more orthodox.

The utility 2 seems a bit better than most temp HP givers of its level.

Halt’s area is incredibly bizarre. Do you mean burst? Do you mean the blast originates from a square that far away? The flavor of the power doesn’t seem to indicate why it would be this way. Going by the current interpretation, I would say “Close Blast 3″ then in a Special Clause “You can have this attack originate from any one unoccupied square of your choice within Wisdom modifier squares.”

Vampire’s Grasp: The language is “regain additional hit points”. Also, if you’re attacking only a single target, you usually say “One creature”. The Enemy description is usually reserved for areas.

The Level 9 power has another very weird area. I would tone down the damage if this is supposed to be an Area Burst 3. If it’s the weird hybrid area, it would be best to clarify it as I said before, and the damage can remain the same. If it is truly an area burst 3, I would tone it down to 2d6 or maybe even a single die, like 1d12.

The aura should get the Stance descriptor. As it stands, its duration is entirely ambiguous.

I hope this helps you out.
.-= Wyatt´s last blog ..Combat Styles Part 3: Stylish Range =-.

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