Necromancer: Heroic Tier (Revised)

by Wimwick (Neil Ellis) on October 30, 2009

Necromancer

Necromancer

Today we revisit the Necromancer and powers for the Heroic Tier. One of the things I miss most from 3e are specialist Wizards. I’m honestly surprised that this hasn’t been addressed by Wizards of the Coast. Though I suppose they have decided to go in a different direction with the Wizard class in 4e. A big thanks to Wyatt of Spirits of Eden who provided a critique on our original post of Necromancer Heroic Powers.

On a day to day basis I’m amazed at the amount of people who are finding Dungeon’s Master by searching the key word ‘Necromancer’. These posts, which are amongst our first, continue to get a lot of traffic. This revision of our original Necromancer Heroic Tier postcleans up some of the language and also adjusts the power level of the powers. With 4e having been out for a year and a half we’ve had the opportunity to play through heroic tier, and that combined with Wyatt’s observations bring this post back to the forefront, just in time for Hallowe’en.

My original vision of the Necromancer for 4e was a Wizard controller who wasn’t afraid to mix it up in melee, but retained many of the ranged attacks. For this reason some of the Necromancer powers presented are close burst and melee touch. Additionally, there are powers that protect the Necromancer when his enemies decide to move in.

If you are looking for more on the Necromancer, visit this article where we discuss the origins of this misunderstood class.  You can also visit our posts that feature powers from the Paragon and Epic tiers. Over the next few weeks we’ll  be revisiting these posts and updating them as well. Enjoy.

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: 1d8 + 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 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 burst 3 within 10 squares
Target: Each enemy in burst
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 Interrupt 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 until the end of your next turn.
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 creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage.
Effect: Spend a healing surge and regain 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 burst 3 within 20 squares
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Hit: 2d6 + 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, Stance
Standard Action Personal
Effect: Any enemy that start its turn within 2 squares of you takes necrotic damage equal to your Intelligence modifier.

Looking for instant updates? Subscribe to the Dungeon’s Master feed!

{ 3 comments… read them below or add one }

1 Wyatt October 30, 2009 at 11:24 am

Awesome! I’m glad I was helpful! These look great now.
.-= Wyatt´s last blog ..Creating Controlling Powers =-.

2 Rob January 27, 2010 at 11:28 am

You might want to revise the level 6 utility bone armor.
It should probably be an immediate interrupt, otherwise it really doesn’t do much.

3 Wimwick January 27, 2010 at 4:18 pm

@ Rob
Thanks for the suggestion, I’ve updated the power accordingly.

Leave a Comment

{ 7 trackbacks }

Previous post:

Next post: