Necromancer: Epic Tier

by Wimwick (Neil Ellis) on March 13, 2009

necromancerIt’s Friday the 13th and we thought what better way to celebrate than with some Necromancer Epic Tier powers. The Necromancer Epic Tier powers follow up on our previous posts containing Necromancer powers for the Heroic Tier and Paragon Path.

With Wizards of the Coast releasing Arcane Powers later this year it’s only a matter of time before we have the official Necromancer Paragon Path and a slew of powers to support it. In the meantime, if you’re playing a high level Dungeon Delve and would like to play a Necromancer at the Epic Tier we hope that these powers will add some flavour to your game.

We look forward to your comments and feedback on the powers. Would you like to see more alternate powers for the various classes? Let us know.

Aura of Despair
Wizard Attack 23
Dark power gathers at the tip of your staff and explodes, terrifying your foes.
Encounter * Arcane, Implement, Necrotic
Standard Action                     Area burst 4 within 5 squares
Target: Each enemy in burst
Attack: Intelligence vs. AC
Hit: 3d6 + Intelligence modifier and the target is immobilized and weakened (save ends both).
Miss: Half damage and the targets are immobilized until the end of your next turn.
Blood Drain
Wizard Attack 25
You focus on the life energy of those around you and draw their blood forth.
Daily * Arcane, Implement, Necrotic
Standard Action                     Close burst 5
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 6d6 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: The target is weakened.
Bone Split
Wizard Attack 27
Your enemy’s bones split and crack, piercing through their flesh.
Encounter * Arcane, Implement, Necrotic
Standard Action                     Close burst 5
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier necrotic damage and the target is immobilized (save ends).
Reapers Kiss
Wizard Attack 29
You draw deep within your own life energies tapping into your very essence, then send that energy out, snuffing the life from your foes.
Daily * Arcane, Implement, Necrotic
Standard Action                     Close burst 10
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 8d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: You loose one healing surge.

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

Revised Articles

Original Articles

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{ 5 comments… read them below or add one }

1 Mad Brew March 13, 2009 at 9:31 am

What a great way to cap off your Necromancer series!

I think there is probably a ton of untapped potential with expanding the powers of current classes. I’d like to see some more leadership-style powers for classes like the Warlord or Cleric.

2 Wimwick March 13, 2009 at 1:12 pm

@Mad Brew
Thanks for the feedback. Dreaming up the powers was a lot of fun.

I agree that there is a lot of potential with power creation for the existing PHB1 classes. During the early days of Dungeon’s Master Ameron and I spoke at great length about the absence of Wizard Specialists. The Necromancer is our first stab at addressing this. I feel that Wizard Specialists can be addressed without the creation of new classes.

The Cleric as a leader is something that I think could definitely be expanded on. I’ll give it some thought over the next few weeks and see what I can dream up.

3 Wyatt October 9, 2009 at 1:38 pm

Constructive Criticism:

Level 23: An Area 4 within 5 squares seems far too limiting. If that’s meant to be the case I would make it a Close Blast 5 and up the damage to perhaps 3d10 or 4d6 for compensation. If not I would expand it to Area 3 within 10 or 20. Also, no save ends immobilization on encounter powers! In fact, no save ends anything on encounter powers if you can help it! (And you can!) The miss clause for an encounter power should not be as good as the miss clause on a daily. If you want to keep a miss clause, have it do some minor damage, like a part of the whole (1d10 if full is 3d10, etc).

Blood Drain’s duration is ambiguous. If the targets are weakened for all of the encounter, it is far too strong. Make it (save ends) weakened and cut the damage down, maybe to 4d8.

Level 27: No save ends immobilization on encounter powers! This really impinges on the territory of your daily powers, and gives encounter powers far more value as a recurring resource than they should have. I know it’s a level 27 encounter power, but the strongest save ends encounter power clauses Wizard’s has ever done are -2 penalties to attack rolls and ongoing 5 damage. Immobilization is on a different level than those. I would steer clear.

Way too much damage on that last daily. A barbarian can do 9[W] to a single guy. You’re doing 8[W] equivalent to practically the entire encounter. I don’t think losing a healing surge makes up for it. It’s also very lacking in control elements. It’s more a Sorcerer power.
.-= Wyatt´s last blog ..Combat Styles Part 3: Stylish Range =-.

4 emlit March 28, 2011 at 9:21 pm

Who did that amazing artwork?

5 Wimwick March 28, 2011 at 10:16 pm

@ emlit
I honestly wish I knew so I could provide credit and link to their site. I found the image through a random search on Google images by searching ‘necromaner’. The image is one of the top results.

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