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Where Are The Familiars?

During my weekly game the person playing the Wizard made an interesting observation. D&D 4e is the first edition of the game not to offer the Wizard class the option of taking a familiar. I have yet to play a Wizard in 4e and even if I had I don’t know if I would have even noticed this omission. I’ve never liked familiars. They always felt like an afterthought to the spell casting classes. In my opinion we can say good riddance to bad rubbish. Good call, Wizards of the Coast!

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Class Discussions

Necromancer Paragon Path

black-mage-colourWith the launch of Open Grave, Wizards of the Coast have begun to release powers and rituals geared towards Necromancers. They have also announced that the Arcane Powers source book will have a Necromancer Paragon Path. While I’m glad that this is upcoming, I still believe they provided a disservice by not having any specialists in the first PHB.

Building on the Necromancer: Heroic Tier we published a few weeks ago, we now present the Necromancer: Paragon Path, an option for you to play until the official version is released. If you are interested in the Necromancer at the Epic Tier, visit our article about that.

We see the Necromancer as an individual who fights for good but is often mistaken as evil. Just like the early practitioners of medicine in our own world, who dug up graves to study anatomy. A practice that was deemed unethical and morally wrong at the time. The Necromancer is an individual who walks the dividing line of ethical behaviour.

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Class Discussions

Necromancer: Heroic Tier

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.