Surrealistik
2011-04-17, 01:34 PM
Author's Note: Obviously incomplete; I'll be updating and finishing this iteratively. Suggestions and constructive criticism are welcome.
Wizard
Primary Role:
Leader: You have an array of buffing powers to enhance, fortify and heal your allies and minions, and position them advantageously, while your minions can work tactically with your allies to flank.
Secondary Role:
Controller: You can use traps, zones and summons to control the pace and flow of combat as well as enemy positioning, using them to block off routes of movement and lock down enemies. You also have a host of potent debuffing powers.
Why This Is The Class For You: You want to be a thematic arcane caster who attacks enemies with masses of disposable minions, and is also capable of controlling the battlefield and bolstering allies.
Necromancer
Primary Key Abilities: Intelligence
Secondary Key Abilities: Charisma, Constitution
Class Traits
Hit Points: You start with hit points equal to 10 + your Constitution score.
Hit Points per Level Gained: You gain 4 hit points each time you gain a level.
Bonus to Defenses: +2 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, scythe, sickle, quarterstaff
Implement Proficiencies: Daggers, scythes, sickles, orbs, staffs, tomes
Trained Skills: Arcana (Int), Religion (Int), and 2 class skills.
Class Skills: Bluff (Cha), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)
Heroic Necromancer
Necrofocus
Many of the Necromancer's powers have a Necrofocus component. By paying the cost of a Necrofocus component, they will yield additional benefits. These costs often require the destruction of undead minions, corpses or the expenditure of a healing surge.
A Necrofocus can be of the following types:
Necrofocus (Healing Surge X): You and/or willing allies within a close burst 5 of you spend X healing surges. Instead of regaining hit points, the Necrofocus effect happens. If X is defined, exactly that many healing surges must spent between you and your allies, otherwise you can spend any amount.
Necrofocus (Sacrifice X): You destroy X corpses, undead summons, and/or soul counters you control in any combination within a close burst 5 of you in order to cause the Necrofocus Effect. If X is defined, you must destroy exactly that amount, otherwise you can destroy any amount.
Corpses
Corpses are the remains of any creature that has been killed. A corpse enters play at that creature's space unless otherwise specified. Corpses are valuable resources to the Necromancer, and can often be raised into undead minions and summons. For all purposes, especially targeting purposes, 'dead creature' is equivalent to that creature's corpse. When you summon an undead creature from a dead creature, unless otherwise specified, that dead creature or corpse is removed from play, becoming an undead creature. When the undead creature is killed, that dead creature returns to play at the undead creature's space as above.
A corpse that has been destroyed is removed from play permanently (a creature whose corpse is destroyed in this way isn't necessarily unrevivable though).
Creatures that are removed from play, or that expire at the end of a duration (such as a Summon) do not leave a corpse when they die while removed from play or when they expire. If a summon or other creature with a duration dies before that duration expires it leaves a corpse, though this corpse disappears when that duration expires.
At the DM's discretion, certain creatures may not leave behind a usable corpse, and certain corpses may not be usable (those that are consecrated, or in consecrated ground for example, or subject to a Gentle Repose ritual).
Create Spawn
Some of the Necromancer's more powerful undead summons have the ability to create undead progeny from the enemies they slay. Typically these enemies will return to life as special undead minions under your control as if they were animated with the Risen Dead power. The Create Spawn entry of that summon will tell you what special properties or conditions if any apply to undead created in this way.
Edict Keyword
Edicts are identical to Stances with the exception that you can assume a Stance and an Edict at the same time. You cannot however, assume two Edicts, or two Stances at the same time unless otherwise noted.
Level 1 Necromancer Features:
Level 1: Necromancer's Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Specialist Wizard: Excepting utility spells, you may only learn and prepare Wizard spells that have the Necrotic, Shadow, Necromancy and/or Nethermancy keywords.
Daily and Utility Spells: Your spellbook holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
WIZARDS AND RITUALS
A wizard’s spells are potent in combat and useful in a variety of challenge encounters and other situations, but the wizard is also the undisputed master of magical rituals.
As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them in the course of your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places.
Level 1: Necromancer's Cantrips
You gain three Wizard cantrips of your choice.
Level 1: Ritualist of Undeath
You gain Ritual Casting as a bonus feat, allowing you to use magical rituals.
At level 1, and every 4 levels beyond, you learn, master and can perform three rituals from the following lists with a level equal to your character level +1 or less:
Level 1: Comrade's Succor, Gentle Repose, and Unseen
Level 2: Spirit Fetch, Corpse Light, Last Sight Vision
Level 3: Undead Ward
Level 4: Hand of Fate, Dark Light, Skull Watch
Level 6: Memory of a Thousand Deaths, Deathly Shroud, Speak with Dead, Phantom Steed, and Undead Servitor rituals.
Level 7: Spirit Idol
Level 8: Gravesight, Raise Dead, Shadow Bridge, Shadow Passage.
Level 9: Ghost Walk
Level 10: Consult Mystic Sages
Level 12: Dark Gift of the Undying, Shadow Walk, Visage of Life
Level 14: Corpse Gate, Create Scarecrow, Lich Transformation
Level 15: Cauldron's Rebirth
Level 16: Consult Oracle.
Level 20: Soulguard.
Level 25: Ease Spirit.
You can choose to spend a healing surge instead of paying the component costs of any of these rituals other than Restoration and Creation rituals with an instantaneous or permanent duration. If there is a focus cost, you must provide that focus, or expend an additional healing surge. If one of these rituals has a permanent duration, you must expend a healing surge to sustain it at the end of each extended rest, or its effect ends. A ritual that has been sustained in this way for a year and a day becomes truly permanent, and you no longer need to sustain it.
When you lose healing surges to sustain or cast rituals in this way, you cannot have more healing surges than your normal allotment of healing surges per day minus any healing surges lost in this way until the end of your next extended rest. Any healing surges above this maximum are immediately lost.
Level 1: Symbol of the Reaper
You are proficient with sickles and scythes as implements, and can use your implement powers through them.
Choose an implement type you have proficiency in (such as an orb, tome, etc...). Your sickles and scythes count as that implement's type for the purposes of class features, enchantments, enchanting, feats (such as Orb Expertise, Hafted Defense, and Superior Implement Training), and powers in addition to its normal weapon types. During an extended rest, you can craft a superior sickle or scythe implement of any type you could normally purchase for the chosen implement at that superior implement's normal cost.
You can change the chosen implement by retraining it to another when you level up.
Level 1: Acolyte of Undeath
You can choose to ignore the necrotic, disease and poison resistances and immunities of undead creatures.
Level 1: Necromancer's Summons
You gain the Necromancer's Summons power:
Necromancer's Summons - Necromancer Feature
You conjure forth undead minions to do your bidding.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Standard Action - Ranged 5
Effect: You summon up to two Undead Minions in unoccupied squares within range. Add the enhancement bonus of any implement used with this power to their damage.
Undead Minion
Medium natural animate (undead)
HP: 1 (a missed attack never damages a minion)
Defenses: your defenses, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: 5
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Standard Actions:
Melee Basic; Claws * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: Intelligence + enhancement bonus modifier damage.
Grasping Claws * At-Will
Attack: Melee touch (one creature); Intelligence vs. Reflex
Hit: The minion grabs the target until escape. Escape attempts are made against the minion's highest defense.
Ranged Basic; Ragged Shortbow * At-Will
Attack: Ranged 10/20 (one creature); Intelligence + 2 vs. AC
Hit: Intelligence + enhancement bonus modifier damage.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Skills & Attributes:
Str: 12 (+X) - Dex: 10 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)
You do not lose a healing surge when a minion is destroyed. A minion lasts until you use this power again. Whenever you issue a command to a minion with a standard, move or minor action, each other minion can also take that action. Each of your minions have their own immediate and opportunity actions.
Level 11: You can summon up to 3 minions.
Level 21: You can summon up to 4 minions.
(WIP)
Raise Behemoth - Necromancer Feature
You summon forth a of undead minions to do your bidding.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Minor Action - Ranged 5
Effect: You summon a large undead behemoth in four unoccupied squares within range. The behemoth has the undead keyword, reach 2, speed 5, darkvision, immune charm, fear, disease and poison, resist 10 necrotic, and vulnerable 5 radiant. You do not lose a healing surge when the behemoth is destroyed. The behemoth lasts until you use this power again, or until the end of your next extended rest. The behemoth can bullrush, charge or grab as a standard action command, using your Intelligence in place of Strength. Attempts to escape a behemoth's grab are against its Reflex or Fortitude defense (your choice). You can give the behemoth the following special commands:
Standard Action: Melee touch; targets one creature; Intelligence +2 vs. AC; 1d12 + Intelligence modifier damage. This counts as a melee basic attack.
Level 11: 2d12 + Intelligence modifier damage.
Level 21: 3d12 + Intelligence modifier damage.
Standard Action: Ranged 10/20; targets one creature; Intelligence +2 vs. AC; 1d12 + Intelligence modifier damage. This counts as a ranged basic attack.
Level 11: 2d12 + Intelligence modifier damage.
Level 21: 3d12 + Intelligence modifier damage.
Opportunity Attack: 1/turn; Melee touch; targets one creature; The minion can make a grab or melee basic attack against the target.
Level 1: Risen Dead
You gain the Risen Dead or Soulbind power:
Risen Dead - Necromancer Feature
At your command, a fallen foe rises to do your bidding.
At-Will ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 5
Target: One dead creature
Effect: You summon an undead minion from the target as per your Necromancer's Summons power in the target's space, or the nearest unoccupied squares of your choice. The minion has the size, senses, reach, speed and movement modes of the target (except teleportation). This minion lasts until the end of the encounter.
Special: If the target is the corpse of an undead minion, that minion revives in the nearest unoccupied square with 1 hit point and stands as a free action.
(WIP)
Soul Bind - Necromancer Feature
You draw forth the residual spiritual energies from a corpse, reducing it to dust.
At-Will ✦ Arcane, Implement, Shadow
Minor Action - Ranged 5
Target: One dead creature
Effect: The target is destroyed and you gain two soul charge counters.
Level 1: Necromantic Word
You gain the Necromantic Word power:
Necromantic Word - Necromancer Feature
Your expertise over life and death enables you to bolster your ally's life force, fortifying it with necromantic power as you seal its wounds.
Encounter ✦ Arcane, Shadow, Healing
Minor Action - Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If it does, it gains temporary hit points equal to your Charisma modifier. If the target is one of your undead summons, when you spend a healing surge on its behalf, you can have it gain temporary hit points equal to your healing surge value instead. Temporary hit points gained from this power stack with existing temporary hit points.
Level 6: 3 + Charisma modifier temporary hit points.
Level 11: 6 + Charisma modifier temporary hit points.
Level 16: 9 + Charisma modifier temporary hit points.
Level 21: 12 + Charisma modifier temporary hit points.
Level 26: 15 + Charisma modifier temporary hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Necrofocus (Sacrifice 1): The target gains Charisma modifier extra temporary hit points.
Level 1: Command Undead
You gain the Command Undead power:
Command Undead - Necromancer Feature
You assert your fell authority over the dead, channelling the necromantic power of the Shadowfell.
Encounter ✦ Arcane, Shadow, Implement
Standard Action - Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Intelligence vs. Will
Hit: You slide the target 3 + Charisma modifier squares. It then makes a basic attack against a creature of your choice as a free action with a bonus to the attack and damage rolls equal to your Charisma modifier. The target is dazed until the end of your next turn.
Miss: You slide the target Charisma modifier squares (minimum 1) and knock it prone.
Special: This attack automatically hits willing undead allies, and they aren't dazed and don't make a basic attack as part of this power's effects.
Necrofocus (Healing Surge 1): Add half your Intelligence modifier to your Charisma modifier for all effects of this power.
Level 1 At-Will Necromancer Powers
You gain any three of the following powers. At least one must have the minion keyword:
Undead Offensive - Wizard Attack 1
At your command, your undead legions surge forth to devastate your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Whenever an undead summon you control makes a charge attack, any melee basic attack made as part of the charge deals Charisma modifier extra damage and any bullrush attack made as part of the charge gains a Charisma modifier bonus to its attack roll.
A creature hit by 2+ charge and/or bullrush attacks made by undead summons you control on the same turn is knocked prone.
Withering Salvo - Wizard Attack 1
At your command, your minions unleash a suppressive tide of bolts and arrows.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
A creature hit by two or more ranged basic attacks made by undead summons you control on the same turn is slowed or grants combat advantage until the end of your next turn.
A creature hit by three or more ranged basic attacks made by undead summons you control on the same turn takes a -1 penalty to its defenses for each attack that hit beyond the second (maximum -2).
Fell Exhumation - Wizard Attack 1
At your command, an undead minion bursts from the earth to attack your foes.
At-Will ✦ Arcane, Implement, Minion, Shadow, Summoning
Standard Action - Ranged 10
Effect: You summon a Medium undead minion in an unoccupied square within range as if it were summoned with your Necromancer's Summons power. Minions summoned in this way last until the end of the encounter. That minion then makes an attack as a free action with combat advantage. That attack gains an Charisma modifier bonus to its attack roll, and deals Charisma modifier extra damage.
Level 21: The number of undead minions you summon is two. Each can make an attack as a free action.
Necrofocus (Sacrifice X): You summon a number of additional undead minions equal to half of X which attack as above.
Unliving Phalanx - Wizard Attack 1
Your minions assume a defensive posture, sheltering you and your allies.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
You and your allies gain a cumulative +1 power bonus to their defenses for each of your undead summons they're adjacent to (maximum +3).
Undead summons you control that are adjacent to at least two other undead summons you control grant superior cover instead of partial cover to you and your allies from ranged attacks that pass through their squares.
Meet the Charge - Wizard Attack 1
Wavering halberds and glaives materialize in the hands of your minions, readying them for an enemy offensive.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Your undead minions gain a +1 bonus to their reach.
Your undead minions gain Threatening Reach X against charging creatures. X is equal to their reach.
Whenever your undead minions hit a creature with a melee attack, you can slide that creature 1 square.
Marauding Dead - Wizard Attack 1
Your minions become animate and lithe at your direction, moving evasively about your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Undead summons you control gain a +2 power bonus to their speed.
When an undead summon you control would move into a square without shifting, you can have that summon expend two additional squares of movement to shift into that square instead.
Undead summons you control gain a terrain walk type of your choice.
Warding Legion - Wizard Attack 1
You order your minions to stand ready to retaliate.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Whenever one of your undead minions hits with an attack, you can have that minion mark one target of that attack until the end of your next turn.
Whenever an enemy marked by you or your allies shifts while adjacent to one of your undead minions, you can command an undead minion to make an opportunity attack against that enemy.
Whenever an enemy marked by one of your undead minions makes an attack that doesn't include one of your undead minions as a target, you can command an undead minion to make an opportunity attack against that enemy.
Grasping Throng - Wizard Utility
At your command, a press of grasping claws restrain your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
If an enemy is grabbed by at least two undead summons you control it is restrained.
For each undead summon you control beyond the first two grabbing an enemy, you and your allies gain a +1 cumulative power bonus to attack rolls against that enemy (maximum +2).
Level 21: An enemy grabbed by at least two undead summons you control cannot teleport.
Harrying Horde - Wizard Attack 1
Your horde deluges an enemy with slicing claws and biting teeth that strike at every opportunity.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
While an enemy is adjacent to one or more of your undead summons, whenever that enemy takes damage, it takes extra damage equal to the number of your undead summons adjacent to it.
For each of your undead summons flanking an enemy beyond the first two, you and your allies gain a +1 cumulative power bonus to attack rolls against that enemy (maximum +2).
Level 21: The extra damage is instead equal to twice the number of your undead summons adjacent to that enemy.
Death Mark - Wizard Attack 1
You wreath your foe in oppressive darkness that suppresses its life force, and compounds its injuries.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Will
Target: One creature
Hit: Intelligence modifier necrotic and psychic damage. The target can't regain hit points or gain temporary hit points until the end of your next turn.
Effect: Until the end of your next turn, whenever an ally hits the target with an attack, it deals extra psychic and necrotic damage to the target equal to your half your Charisma modifier (minimum +1). This effect lasts until the end of your next turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage. Whenever an ally hits the target with an attack, it deals extra psychic and necrotic damage to the target equal to 2 x your Charisma modifier (minimum +2).
Necrofocus (Sacrifice X): Increase the extra damage dealt by X.
Touch of Moil - Wizard Attack 1
You call forth the enervating chill of Moil to debilitate your foes.
At-Will ✦ Arcane, Implement, Cold, Necrotic, Shadow
Standard Action - Melee 1 or Area burst 1 within 10 squares
Attack: Intelligence vs. Fortitude
Target: Each enemy in burst
Hit: Intelligence modifier cold and necrotic damage.
Level 21: 5 + Intelligence modifier cold and necrotic damage.
Effect: The target takes a -2 penalty to attack rolls, saving throws or defenses until the end of your next turn.
Necrofocus (Sacrifice X): Enemies in a close burst 1 centered on each sacrifice count as targets for this power.
Haunted Ground - Wizard Attack 1
At your beckoning, restless spirits and scrabbling claws come to your aid, hindering your foes.
At-Will ✦ Arcane, Implement, Necromancy, Necrotic, Psychic, Shadow, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: Intelligence modifier necrotic and psychic damage, and the target is slowed until the zone ends.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain to enemies. Enemies within the zone grant combat advantage. Whenever an enemy enters the zone or ends its turn there, it takes Intelligence modifier necrotic and psychic damage and is slowed until the end of its next turn. A creature can only take this damage once per turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage.
Necrofocus (Sacrifice 2): Increase the size of the burst by 1.
Life Tap - Wizard Attack 1
You bring the life force of your victim to the fore, rendering it vulnerable to attack, and allowing your allies to siphon off his essence.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Will
Target: One or two creatures.
Hit: Intelligence modifier necrotic and psychic damage. The target grants combat advantage until the end of your next turn. Increase the hit points or temporary hit points gained from this power's effects by your Intelligence modifier.
Effect: Until the end of your next turn whenever an ally hits the target you can choose to end this effect to have that ally regain hit points or gain temporary hit points equal to your Charisma modifier. During an encounter, temporary hit points gained from this power stack with existing temporary hit points.
Level 21: 5 + Intelligence modifier necrotic and psychic damage. Until the end of your next turn, whenever an ally hits the target with an attack, it gains temporary hit points equal to 2 x your Charisma modifier.
Necrofocus (Sacrifice 1): Increase the hit points or temporary hit points gained from this power by your Charisma modifier. At level 21, increase the hit points or temporary hit points gained from this power by twice your Charisma modifier.
Agony Hex - Wizard Attack 1
Your dark sorceries impose a vile curse, inflicting harm on your foe whenever he dares injure an ally.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 20
Attack: Intelligence vs. Will
Target: One creature
Hit: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to the damage and ongoing damage it dealt + your Charisma modifier.
Miss: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to half the damage it dealt.
Level 21: Hit: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to the damage and ongoing damage it dealt + 2 x your Charisma modifier.
Necrofocus (Sacrifice 1): This power deals extra damage on a hit equal to your Charisma modifier. At level 21, this power deals extra damage on a hit equal to twice your Charisma modifier.
Soulharrow - Wizard Attack 1
You wreath your foe in oppressive darkness that suppresses its life force, and compounds its injuries.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Fortitude
Target: One creature
Hit: Intelligence modifier necrotic and psychic ongoing damage and the target can't regain hit points or gain temporary hit points (save ends both). The target can't save against this effect until it takes this ongoing damage.
Aftereffect: If this effect ended because the target died, you may subject it to Risen Dead as no action.
Level 21: 5 + Intelligence modifier necrotic and psychic ongoing damage.
Necrofocus (Healing Surge 1): Saving throws against this effect take a -5 penalty or you can attack another target.
Level 1 Encounter Necromancer Powers
You gain the Death Coil or Sudden Reinforcements power. Whenever you would gain a wizard encounter attack power, you can instead choose to gain another use of the Death Coil or Sudden Reinforcements power.
Death Coil - Wizard Attack 1
You siphon life from an enemy, gifting an ally with its stolen essence.
Encounter ✦ Arcane, Implement, Necromancy, Necrotic, Healing, Shadow
Standard Action - Ranged 10
Target: One creature or one dead creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier necrotic damage.
Level 7: 2d8 + Intelligence modifier necrotic damage.
Level 17: 3d8 + Intelligence modifier necrotic damage.
Level 27: 4d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: Death coil has the following effects depending on the target's type:
If the target is living, you or an ally within a close burst 5 of you or the target can spend a healing surge, and regains extra hit points equal to the damage dealt by this power.
If the target is a dead creature, you summon an undead minion from its corpse as if you had used your risen dead power on it, and that undead minion gains temporary hit points equal to the damage this power would have dealt.
If the target is undead, instead of taking damage, the target can spend a healing surge regaining extra hit points equal to the damage that would have been dealt by this power. Any excess hit points gained from this power become temporary hit points. During an encounter, temporary hit points gained from this power stack with other temporary hit points.
Necrofocus (Sacrifice X): Pay X before making the attack roll. If you do, this attack deals extra damage equal to X times half your Charisma modifier.
Sudden Reinforcements - Wizard Attack 1
As your minions dwindle, you compel yet more from the land of the dead, grasping and clawing at your foes as they suddenly materialize, or rupture out from earthen bowels.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Requirement: You must have the Necromancer's Summons power.
Standard Action - Ranged 10
Effect: You summon two Medium undead minions in unoccupied squares within range as if they were summoned with your Necromancer's Summons power. These minions last until the end of the encounter. These minions then each make a basic attack with combat advantage, and deal extra damage on that attack equal to your Intelligence modifier.
Level 7: Three minions.
Level 17: Four minions.
Level 27: Five minions.
Necrofocus (Healing Surge 1): Double the number of minions summoned in this way.
Level 1 Daily Necromancer Powers
You gain one of the following powers:
Drudge Spell - Wizard Attack 1
You blight the land with necrotic energies, impelling it to expel forth undead minions.
Daily ✦ Arcane, Implement, Necromancy, Necrotic, Shadow, Summoning, Zone
Standard Action - Area burst 1 within 10 squares
Requirement: You must have the Risen Dead power
Effect: The burst creates a zone that lasts until the end of your next turn. All bright light in the zone is dim light, and all dim light in the zone is darkness. At the start of your turn, you summon an undead minion from any number of dead creatures in the zone as if you had used your Risen Dead power on them. Whenever an enemy ends its turn in the zone, it takes necrotic damage equal to 5 + your Charisma modifier (minimum 1), and you or an ally within the zone gains temporary hit points equal to the damage dealt in this way. You can move the zone 3 squares as a minor action.
Sustain Minor: The zone persists until the end of your next turn, and you can summon an undead minion in an unoccupied square within the zone as if it were summoned with your Necromancer's Summons power.
Special: Temporary hit points gained from this power stack with other temporary hit points. Summons created with this power last until the zone ends.
Necrofocus (Healing Surge 1; 1/round): Once per round you can pay the Necrofocus cost as a free action while this effect is active. If you do, instead of regaining hit points, increase the size of the burst by +1 and you count as having sustained the zone.
Animate Skeleton Warrior - Wizard Attack 1
You conjure a skeletal warrior from the remains of your foe clad in spectral plate, a blade of lifestealing shadow coalesced in one of its appendages.
Daily ✦ Arcane, Cold, Implement, Necrotic, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a skeleton warrior from the target's corpse in its space, or the nearest unoccupied space it can occupy within range. The warrior has the size and reach of the target.
Skeleton Warrior
Variable natural animate (undead)
HP: your bloodied value
Defenses: your defenses +2 AC and +2 Fortitude, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: The target's speed
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Traits:
Skeletal Sentinel - Aura 2
You and allies within the aura (including the skeleton warrior) gain a +2 power bonus to the attack rolls of opportunity attacks and deal +1d6 extra damage on opportunity attacks.
Intrinsic Nature: If you haven't given the skeleton warrior any commands by the end of your turn, it charges or moves adjacent to and attacks the nearest enemy it marked. If it can't, it charges or moves adjacent to and attacks the nearest enemy.
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Standard Actions:
Melee Basic; Chill Touch * At-Will
Attack: Melee touch (one creature); Intelligence + 3 vs. AC
Hit: 1d8 + Intelligence modifier cold and necrotic damage. The skeleton warrior can mark the target until the end of your next turn.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Triggered Actions:
Opportunity Action * At-Will
Trigger: A creature the skeleton warrior is marking makes an attack that doesn't include it as a target.
Effect: The skeleton warrior charges the triggering creature or makes a melee basic attack against it.
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Skills & Attributes:
Str: 12 (+X) - Dex: 12 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 3 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the skeleton warrior gains X charge counters. The skeleton warrior can have no more than 5 charge counters at one time. Whenever the skeleton warrior is hit or missed by a melee attack, its attacker takes 2 cold and necrotic damage for each charge counter it has.
Animate Dread Zombie - Wizard Attack 1
The corpse of a recently slain foe animates and rises into an indomitable shambling hulk.
Daily ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a dread zombie from the target's corpse in its space, or the nearest unoccupied space it can occupy within range. The warrior has the size and reach of the target.
Dread Zombie
Variable natural animate (undead)
HP: your bloodied value
Defenses: your defenses +4 Fortitude, -2 Reflex, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: The target's movement modes other than teleportation. Their speeds are reduced to the lower of 4 or their current speed.
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant, 10 critical hits
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Traits:
Undead Vitality - Aura 2
You and allies within the aura (including the dread zombie) gain a +2 bonus to their Fortitude defense and death saving throws.
Intrinsic Nature: If you haven't given the dread zombie any commands by the end of your turn, it attacks a grabbed enemy, or moves its speed adjacent to and grabs the nearest enemy.
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Standard Actions:
Melee Basic; Zombie Slam * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: 1d8 + Intelligence modifier damage. If the target is grabbed, this attack deals +1d8 extra damage.
Melee Basic; Zombie Grab * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: The target is grabbed (until escape). Attempts to escape this grab take a -5 penalty and are against the dread zombie's highest defense.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Triggered Actions:
Wretched Revival * At-Will
Trigger: The zombie is destroyed by a source other than non-fire damage or damage it isn't vulnerable to.
Effect (No Action): The zombie makes a saving throw. If it has resistance to the triggering source it gains a +5 bonus to this saving throw. On a success you don't lose a healing surge and at the end of your next turn it revives, regains hit points equal to your healing surge value and stands as a free action.
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Skills & Attributes:
Str: 18 (+X) - Dex: 6 (+X) - Wis: 10 (+X)
Con: 18 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the dread zombie gains X charge counters. The dread zombie can have no more than 5 charge counters at one time. The dread zombie has a power bonus to saving throws to reanimate equal to the number of charge counters it has.
Wizard
Primary Role:
Leader: You have an array of buffing powers to enhance, fortify and heal your allies and minions, and position them advantageously, while your minions can work tactically with your allies to flank.
Secondary Role:
Controller: You can use traps, zones and summons to control the pace and flow of combat as well as enemy positioning, using them to block off routes of movement and lock down enemies. You also have a host of potent debuffing powers.
Why This Is The Class For You: You want to be a thematic arcane caster who attacks enemies with masses of disposable minions, and is also capable of controlling the battlefield and bolstering allies.
Necromancer
Primary Key Abilities: Intelligence
Secondary Key Abilities: Charisma, Constitution
Class Traits
Hit Points: You start with hit points equal to 10 + your Constitution score.
Hit Points per Level Gained: You gain 4 hit points each time you gain a level.
Bonus to Defenses: +2 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, scythe, sickle, quarterstaff
Implement Proficiencies: Daggers, scythes, sickles, orbs, staffs, tomes
Trained Skills: Arcana (Int), Religion (Int), and 2 class skills.
Class Skills: Bluff (Cha), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)
Heroic Necromancer
Necrofocus
Many of the Necromancer's powers have a Necrofocus component. By paying the cost of a Necrofocus component, they will yield additional benefits. These costs often require the destruction of undead minions, corpses or the expenditure of a healing surge.
A Necrofocus can be of the following types:
Necrofocus (Healing Surge X): You and/or willing allies within a close burst 5 of you spend X healing surges. Instead of regaining hit points, the Necrofocus effect happens. If X is defined, exactly that many healing surges must spent between you and your allies, otherwise you can spend any amount.
Necrofocus (Sacrifice X): You destroy X corpses, undead summons, and/or soul counters you control in any combination within a close burst 5 of you in order to cause the Necrofocus Effect. If X is defined, you must destroy exactly that amount, otherwise you can destroy any amount.
Corpses
Corpses are the remains of any creature that has been killed. A corpse enters play at that creature's space unless otherwise specified. Corpses are valuable resources to the Necromancer, and can often be raised into undead minions and summons. For all purposes, especially targeting purposes, 'dead creature' is equivalent to that creature's corpse. When you summon an undead creature from a dead creature, unless otherwise specified, that dead creature or corpse is removed from play, becoming an undead creature. When the undead creature is killed, that dead creature returns to play at the undead creature's space as above.
A corpse that has been destroyed is removed from play permanently (a creature whose corpse is destroyed in this way isn't necessarily unrevivable though).
Creatures that are removed from play, or that expire at the end of a duration (such as a Summon) do not leave a corpse when they die while removed from play or when they expire. If a summon or other creature with a duration dies before that duration expires it leaves a corpse, though this corpse disappears when that duration expires.
At the DM's discretion, certain creatures may not leave behind a usable corpse, and certain corpses may not be usable (those that are consecrated, or in consecrated ground for example, or subject to a Gentle Repose ritual).
Create Spawn
Some of the Necromancer's more powerful undead summons have the ability to create undead progeny from the enemies they slay. Typically these enemies will return to life as special undead minions under your control as if they were animated with the Risen Dead power. The Create Spawn entry of that summon will tell you what special properties or conditions if any apply to undead created in this way.
Edict Keyword
Edicts are identical to Stances with the exception that you can assume a Stance and an Edict at the same time. You cannot however, assume two Edicts, or two Stances at the same time unless otherwise noted.
Level 1 Necromancer Features:
Level 1: Necromancer's Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
Specialist Wizard: Excepting utility spells, you may only learn and prepare Wizard spells that have the Necrotic, Shadow, Necromancy and/or Nethermancy keywords.
Daily and Utility Spells: Your spellbook holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
WIZARDS AND RITUALS
A wizard’s spells are potent in combat and useful in a variety of challenge encounters and other situations, but the wizard is also the undisputed master of magical rituals.
As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them in the course of your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places.
Level 1: Necromancer's Cantrips
You gain three Wizard cantrips of your choice.
Level 1: Ritualist of Undeath
You gain Ritual Casting as a bonus feat, allowing you to use magical rituals.
At level 1, and every 4 levels beyond, you learn, master and can perform three rituals from the following lists with a level equal to your character level +1 or less:
Level 1: Comrade's Succor, Gentle Repose, and Unseen
Level 2: Spirit Fetch, Corpse Light, Last Sight Vision
Level 3: Undead Ward
Level 4: Hand of Fate, Dark Light, Skull Watch
Level 6: Memory of a Thousand Deaths, Deathly Shroud, Speak with Dead, Phantom Steed, and Undead Servitor rituals.
Level 7: Spirit Idol
Level 8: Gravesight, Raise Dead, Shadow Bridge, Shadow Passage.
Level 9: Ghost Walk
Level 10: Consult Mystic Sages
Level 12: Dark Gift of the Undying, Shadow Walk, Visage of Life
Level 14: Corpse Gate, Create Scarecrow, Lich Transformation
Level 15: Cauldron's Rebirth
Level 16: Consult Oracle.
Level 20: Soulguard.
Level 25: Ease Spirit.
You can choose to spend a healing surge instead of paying the component costs of any of these rituals other than Restoration and Creation rituals with an instantaneous or permanent duration. If there is a focus cost, you must provide that focus, or expend an additional healing surge. If one of these rituals has a permanent duration, you must expend a healing surge to sustain it at the end of each extended rest, or its effect ends. A ritual that has been sustained in this way for a year and a day becomes truly permanent, and you no longer need to sustain it.
When you lose healing surges to sustain or cast rituals in this way, you cannot have more healing surges than your normal allotment of healing surges per day minus any healing surges lost in this way until the end of your next extended rest. Any healing surges above this maximum are immediately lost.
Level 1: Symbol of the Reaper
You are proficient with sickles and scythes as implements, and can use your implement powers through them.
Choose an implement type you have proficiency in (such as an orb, tome, etc...). Your sickles and scythes count as that implement's type for the purposes of class features, enchantments, enchanting, feats (such as Orb Expertise, Hafted Defense, and Superior Implement Training), and powers in addition to its normal weapon types. During an extended rest, you can craft a superior sickle or scythe implement of any type you could normally purchase for the chosen implement at that superior implement's normal cost.
You can change the chosen implement by retraining it to another when you level up.
Level 1: Acolyte of Undeath
You can choose to ignore the necrotic, disease and poison resistances and immunities of undead creatures.
Level 1: Necromancer's Summons
You gain the Necromancer's Summons power:
Necromancer's Summons - Necromancer Feature
You conjure forth undead minions to do your bidding.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Standard Action - Ranged 5
Effect: You summon up to two Undead Minions in unoccupied squares within range. Add the enhancement bonus of any implement used with this power to their damage.
Undead Minion
Medium natural animate (undead)
HP: 1 (a missed attack never damages a minion)
Defenses: your defenses, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: 5
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Standard Actions:
Melee Basic; Claws * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: Intelligence + enhancement bonus modifier damage.
Grasping Claws * At-Will
Attack: Melee touch (one creature); Intelligence vs. Reflex
Hit: The minion grabs the target until escape. Escape attempts are made against the minion's highest defense.
Ranged Basic; Ragged Shortbow * At-Will
Attack: Ranged 10/20 (one creature); Intelligence + 2 vs. AC
Hit: Intelligence + enhancement bonus modifier damage.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Skills & Attributes:
Str: 12 (+X) - Dex: 10 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)
You do not lose a healing surge when a minion is destroyed. A minion lasts until you use this power again. Whenever you issue a command to a minion with a standard, move or minor action, each other minion can also take that action. Each of your minions have their own immediate and opportunity actions.
Level 11: You can summon up to 3 minions.
Level 21: You can summon up to 4 minions.
(WIP)
Raise Behemoth - Necromancer Feature
You summon forth a of undead minions to do your bidding.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Minor Action - Ranged 5
Effect: You summon a large undead behemoth in four unoccupied squares within range. The behemoth has the undead keyword, reach 2, speed 5, darkvision, immune charm, fear, disease and poison, resist 10 necrotic, and vulnerable 5 radiant. You do not lose a healing surge when the behemoth is destroyed. The behemoth lasts until you use this power again, or until the end of your next extended rest. The behemoth can bullrush, charge or grab as a standard action command, using your Intelligence in place of Strength. Attempts to escape a behemoth's grab are against its Reflex or Fortitude defense (your choice). You can give the behemoth the following special commands:
Standard Action: Melee touch; targets one creature; Intelligence +2 vs. AC; 1d12 + Intelligence modifier damage. This counts as a melee basic attack.
Level 11: 2d12 + Intelligence modifier damage.
Level 21: 3d12 + Intelligence modifier damage.
Standard Action: Ranged 10/20; targets one creature; Intelligence +2 vs. AC; 1d12 + Intelligence modifier damage. This counts as a ranged basic attack.
Level 11: 2d12 + Intelligence modifier damage.
Level 21: 3d12 + Intelligence modifier damage.
Opportunity Attack: 1/turn; Melee touch; targets one creature; The minion can make a grab or melee basic attack against the target.
Level 1: Risen Dead
You gain the Risen Dead or Soulbind power:
Risen Dead - Necromancer Feature
At your command, a fallen foe rises to do your bidding.
At-Will ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 5
Target: One dead creature
Effect: You summon an undead minion from the target as per your Necromancer's Summons power in the target's space, or the nearest unoccupied squares of your choice. The minion has the size, senses, reach, speed and movement modes of the target (except teleportation). This minion lasts until the end of the encounter.
Special: If the target is the corpse of an undead minion, that minion revives in the nearest unoccupied square with 1 hit point and stands as a free action.
(WIP)
Soul Bind - Necromancer Feature
You draw forth the residual spiritual energies from a corpse, reducing it to dust.
At-Will ✦ Arcane, Implement, Shadow
Minor Action - Ranged 5
Target: One dead creature
Effect: The target is destroyed and you gain two soul charge counters.
Level 1: Necromantic Word
You gain the Necromantic Word power:
Necromantic Word - Necromancer Feature
Your expertise over life and death enables you to bolster your ally's life force, fortifying it with necromantic power as you seal its wounds.
Encounter ✦ Arcane, Shadow, Healing
Minor Action - Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If it does, it gains temporary hit points equal to your Charisma modifier. If the target is one of your undead summons, when you spend a healing surge on its behalf, you can have it gain temporary hit points equal to your healing surge value instead. Temporary hit points gained from this power stack with existing temporary hit points.
Level 6: 3 + Charisma modifier temporary hit points.
Level 11: 6 + Charisma modifier temporary hit points.
Level 16: 9 + Charisma modifier temporary hit points.
Level 21: 12 + Charisma modifier temporary hit points.
Level 26: 15 + Charisma modifier temporary hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Necrofocus (Sacrifice 1): The target gains Charisma modifier extra temporary hit points.
Level 1: Command Undead
You gain the Command Undead power:
Command Undead - Necromancer Feature
You assert your fell authority over the dead, channelling the necromantic power of the Shadowfell.
Encounter ✦ Arcane, Shadow, Implement
Standard Action - Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Intelligence vs. Will
Hit: You slide the target 3 + Charisma modifier squares. It then makes a basic attack against a creature of your choice as a free action with a bonus to the attack and damage rolls equal to your Charisma modifier. The target is dazed until the end of your next turn.
Miss: You slide the target Charisma modifier squares (minimum 1) and knock it prone.
Special: This attack automatically hits willing undead allies, and they aren't dazed and don't make a basic attack as part of this power's effects.
Necrofocus (Healing Surge 1): Add half your Intelligence modifier to your Charisma modifier for all effects of this power.
Level 1 At-Will Necromancer Powers
You gain any three of the following powers. At least one must have the minion keyword:
Undead Offensive - Wizard Attack 1
At your command, your undead legions surge forth to devastate your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Whenever an undead summon you control makes a charge attack, any melee basic attack made as part of the charge deals Charisma modifier extra damage and any bullrush attack made as part of the charge gains a Charisma modifier bonus to its attack roll.
A creature hit by 2+ charge and/or bullrush attacks made by undead summons you control on the same turn is knocked prone.
Withering Salvo - Wizard Attack 1
At your command, your minions unleash a suppressive tide of bolts and arrows.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
A creature hit by two or more ranged basic attacks made by undead summons you control on the same turn is slowed or grants combat advantage until the end of your next turn.
A creature hit by three or more ranged basic attacks made by undead summons you control on the same turn takes a -1 penalty to its defenses for each attack that hit beyond the second (maximum -2).
Fell Exhumation - Wizard Attack 1
At your command, an undead minion bursts from the earth to attack your foes.
At-Will ✦ Arcane, Implement, Minion, Shadow, Summoning
Standard Action - Ranged 10
Effect: You summon a Medium undead minion in an unoccupied square within range as if it were summoned with your Necromancer's Summons power. Minions summoned in this way last until the end of the encounter. That minion then makes an attack as a free action with combat advantage. That attack gains an Charisma modifier bonus to its attack roll, and deals Charisma modifier extra damage.
Level 21: The number of undead minions you summon is two. Each can make an attack as a free action.
Necrofocus (Sacrifice X): You summon a number of additional undead minions equal to half of X which attack as above.
Unliving Phalanx - Wizard Attack 1
Your minions assume a defensive posture, sheltering you and your allies.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
You and your allies gain a cumulative +1 power bonus to their defenses for each of your undead summons they're adjacent to (maximum +3).
Undead summons you control that are adjacent to at least two other undead summons you control grant superior cover instead of partial cover to you and your allies from ranged attacks that pass through their squares.
Meet the Charge - Wizard Attack 1
Wavering halberds and glaives materialize in the hands of your minions, readying them for an enemy offensive.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Your undead minions gain a +1 bonus to their reach.
Your undead minions gain Threatening Reach X against charging creatures. X is equal to their reach.
Whenever your undead minions hit a creature with a melee attack, you can slide that creature 1 square.
Marauding Dead - Wizard Attack 1
Your minions become animate and lithe at your direction, moving evasively about your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Undead summons you control gain a +2 power bonus to their speed.
When an undead summon you control would move into a square without shifting, you can have that summon expend two additional squares of movement to shift into that square instead.
Undead summons you control gain a terrain walk type of your choice.
Warding Legion - Wizard Attack 1
You order your minions to stand ready to retaliate.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
Whenever one of your undead minions hits with an attack, you can have that minion mark one target of that attack until the end of your next turn.
Whenever an enemy marked by you or your allies shifts while adjacent to one of your undead minions, you can command an undead minion to make an opportunity attack against that enemy.
Whenever an enemy marked by one of your undead minions makes an attack that doesn't include one of your undead minions as a target, you can command an undead minion to make an opportunity attack against that enemy.
Grasping Throng - Wizard Utility
At your command, a press of grasping claws restrain your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
If an enemy is grabbed by at least two undead summons you control it is restrained.
For each undead summon you control beyond the first two grabbing an enemy, you and your allies gain a +1 cumulative power bonus to attack rolls against that enemy (maximum +2).
Level 21: An enemy grabbed by at least two undead summons you control cannot teleport.
Harrying Horde - Wizard Attack 1
Your horde deluges an enemy with slicing claws and biting teeth that strike at every opportunity.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:
While an enemy is adjacent to one or more of your undead summons, whenever that enemy takes damage, it takes extra damage equal to the number of your undead summons adjacent to it.
For each of your undead summons flanking an enemy beyond the first two, you and your allies gain a +1 cumulative power bonus to attack rolls against that enemy (maximum +2).
Level 21: The extra damage is instead equal to twice the number of your undead summons adjacent to that enemy.
Death Mark - Wizard Attack 1
You wreath your foe in oppressive darkness that suppresses its life force, and compounds its injuries.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Will
Target: One creature
Hit: Intelligence modifier necrotic and psychic damage. The target can't regain hit points or gain temporary hit points until the end of your next turn.
Effect: Until the end of your next turn, whenever an ally hits the target with an attack, it deals extra psychic and necrotic damage to the target equal to your half your Charisma modifier (minimum +1). This effect lasts until the end of your next turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage. Whenever an ally hits the target with an attack, it deals extra psychic and necrotic damage to the target equal to 2 x your Charisma modifier (minimum +2).
Necrofocus (Sacrifice X): Increase the extra damage dealt by X.
Touch of Moil - Wizard Attack 1
You call forth the enervating chill of Moil to debilitate your foes.
At-Will ✦ Arcane, Implement, Cold, Necrotic, Shadow
Standard Action - Melee 1 or Area burst 1 within 10 squares
Attack: Intelligence vs. Fortitude
Target: Each enemy in burst
Hit: Intelligence modifier cold and necrotic damage.
Level 21: 5 + Intelligence modifier cold and necrotic damage.
Effect: The target takes a -2 penalty to attack rolls, saving throws or defenses until the end of your next turn.
Necrofocus (Sacrifice X): Enemies in a close burst 1 centered on each sacrifice count as targets for this power.
Haunted Ground - Wizard Attack 1
At your beckoning, restless spirits and scrabbling claws come to your aid, hindering your foes.
At-Will ✦ Arcane, Implement, Necromancy, Necrotic, Psychic, Shadow, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: Intelligence modifier necrotic and psychic damage, and the target is slowed until the zone ends.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain to enemies. Enemies within the zone grant combat advantage. Whenever an enemy enters the zone or ends its turn there, it takes Intelligence modifier necrotic and psychic damage and is slowed until the end of its next turn. A creature can only take this damage once per turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage.
Necrofocus (Sacrifice 2): Increase the size of the burst by 1.
Life Tap - Wizard Attack 1
You bring the life force of your victim to the fore, rendering it vulnerable to attack, and allowing your allies to siphon off his essence.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Will
Target: One or two creatures.
Hit: Intelligence modifier necrotic and psychic damage. The target grants combat advantage until the end of your next turn. Increase the hit points or temporary hit points gained from this power's effects by your Intelligence modifier.
Effect: Until the end of your next turn whenever an ally hits the target you can choose to end this effect to have that ally regain hit points or gain temporary hit points equal to your Charisma modifier. During an encounter, temporary hit points gained from this power stack with existing temporary hit points.
Level 21: 5 + Intelligence modifier necrotic and psychic damage. Until the end of your next turn, whenever an ally hits the target with an attack, it gains temporary hit points equal to 2 x your Charisma modifier.
Necrofocus (Sacrifice 1): Increase the hit points or temporary hit points gained from this power by your Charisma modifier. At level 21, increase the hit points or temporary hit points gained from this power by twice your Charisma modifier.
Agony Hex - Wizard Attack 1
Your dark sorceries impose a vile curse, inflicting harm on your foe whenever he dares injure an ally.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 20
Attack: Intelligence vs. Will
Target: One creature
Hit: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to the damage and ongoing damage it dealt + your Charisma modifier.
Miss: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to half the damage it dealt.
Level 21: Hit: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to the damage and ongoing damage it dealt + 2 x your Charisma modifier.
Necrofocus (Sacrifice 1): This power deals extra damage on a hit equal to your Charisma modifier. At level 21, this power deals extra damage on a hit equal to twice your Charisma modifier.
Soulharrow - Wizard Attack 1
You wreath your foe in oppressive darkness that suppresses its life force, and compounds its injuries.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Fortitude
Target: One creature
Hit: Intelligence modifier necrotic and psychic ongoing damage and the target can't regain hit points or gain temporary hit points (save ends both). The target can't save against this effect until it takes this ongoing damage.
Aftereffect: If this effect ended because the target died, you may subject it to Risen Dead as no action.
Level 21: 5 + Intelligence modifier necrotic and psychic ongoing damage.
Necrofocus (Healing Surge 1): Saving throws against this effect take a -5 penalty or you can attack another target.
Level 1 Encounter Necromancer Powers
You gain the Death Coil or Sudden Reinforcements power. Whenever you would gain a wizard encounter attack power, you can instead choose to gain another use of the Death Coil or Sudden Reinforcements power.
Death Coil - Wizard Attack 1
You siphon life from an enemy, gifting an ally with its stolen essence.
Encounter ✦ Arcane, Implement, Necromancy, Necrotic, Healing, Shadow
Standard Action - Ranged 10
Target: One creature or one dead creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier necrotic damage.
Level 7: 2d8 + Intelligence modifier necrotic damage.
Level 17: 3d8 + Intelligence modifier necrotic damage.
Level 27: 4d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: Death coil has the following effects depending on the target's type:
If the target is living, you or an ally within a close burst 5 of you or the target can spend a healing surge, and regains extra hit points equal to the damage dealt by this power.
If the target is a dead creature, you summon an undead minion from its corpse as if you had used your risen dead power on it, and that undead minion gains temporary hit points equal to the damage this power would have dealt.
If the target is undead, instead of taking damage, the target can spend a healing surge regaining extra hit points equal to the damage that would have been dealt by this power. Any excess hit points gained from this power become temporary hit points. During an encounter, temporary hit points gained from this power stack with other temporary hit points.
Necrofocus (Sacrifice X): Pay X before making the attack roll. If you do, this attack deals extra damage equal to X times half your Charisma modifier.
Sudden Reinforcements - Wizard Attack 1
As your minions dwindle, you compel yet more from the land of the dead, grasping and clawing at your foes as they suddenly materialize, or rupture out from earthen bowels.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Requirement: You must have the Necromancer's Summons power.
Standard Action - Ranged 10
Effect: You summon two Medium undead minions in unoccupied squares within range as if they were summoned with your Necromancer's Summons power. These minions last until the end of the encounter. These minions then each make a basic attack with combat advantage, and deal extra damage on that attack equal to your Intelligence modifier.
Level 7: Three minions.
Level 17: Four minions.
Level 27: Five minions.
Necrofocus (Healing Surge 1): Double the number of minions summoned in this way.
Level 1 Daily Necromancer Powers
You gain one of the following powers:
Drudge Spell - Wizard Attack 1
You blight the land with necrotic energies, impelling it to expel forth undead minions.
Daily ✦ Arcane, Implement, Necromancy, Necrotic, Shadow, Summoning, Zone
Standard Action - Area burst 1 within 10 squares
Requirement: You must have the Risen Dead power
Effect: The burst creates a zone that lasts until the end of your next turn. All bright light in the zone is dim light, and all dim light in the zone is darkness. At the start of your turn, you summon an undead minion from any number of dead creatures in the zone as if you had used your Risen Dead power on them. Whenever an enemy ends its turn in the zone, it takes necrotic damage equal to 5 + your Charisma modifier (minimum 1), and you or an ally within the zone gains temporary hit points equal to the damage dealt in this way. You can move the zone 3 squares as a minor action.
Sustain Minor: The zone persists until the end of your next turn, and you can summon an undead minion in an unoccupied square within the zone as if it were summoned with your Necromancer's Summons power.
Special: Temporary hit points gained from this power stack with other temporary hit points. Summons created with this power last until the zone ends.
Necrofocus (Healing Surge 1; 1/round): Once per round you can pay the Necrofocus cost as a free action while this effect is active. If you do, instead of regaining hit points, increase the size of the burst by +1 and you count as having sustained the zone.
Animate Skeleton Warrior - Wizard Attack 1
You conjure a skeletal warrior from the remains of your foe clad in spectral plate, a blade of lifestealing shadow coalesced in one of its appendages.
Daily ✦ Arcane, Cold, Implement, Necrotic, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a skeleton warrior from the target's corpse in its space, or the nearest unoccupied space it can occupy within range. The warrior has the size and reach of the target.
Skeleton Warrior
Variable natural animate (undead)
HP: your bloodied value
Defenses: your defenses +2 AC and +2 Fortitude, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: The target's speed
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
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Traits:
Skeletal Sentinel - Aura 2
You and allies within the aura (including the skeleton warrior) gain a +2 power bonus to the attack rolls of opportunity attacks and deal +1d6 extra damage on opportunity attacks.
Intrinsic Nature: If you haven't given the skeleton warrior any commands by the end of your turn, it charges or moves adjacent to and attacks the nearest enemy it marked. If it can't, it charges or moves adjacent to and attacks the nearest enemy.
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Standard Actions:
Melee Basic; Chill Touch * At-Will
Attack: Melee touch (one creature); Intelligence + 3 vs. AC
Hit: 1d8 + Intelligence modifier cold and necrotic damage. The skeleton warrior can mark the target until the end of your next turn.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Triggered Actions:
Opportunity Action * At-Will
Trigger: A creature the skeleton warrior is marking makes an attack that doesn't include it as a target.
Effect: The skeleton warrior charges the triggering creature or makes a melee basic attack against it.
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Skills & Attributes:
Str: 12 (+X) - Dex: 12 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 3 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the skeleton warrior gains X charge counters. The skeleton warrior can have no more than 5 charge counters at one time. Whenever the skeleton warrior is hit or missed by a melee attack, its attacker takes 2 cold and necrotic damage for each charge counter it has.
Animate Dread Zombie - Wizard Attack 1
The corpse of a recently slain foe animates and rises into an indomitable shambling hulk.
Daily ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a dread zombie from the target's corpse in its space, or the nearest unoccupied space it can occupy within range. The warrior has the size and reach of the target.
Dread Zombie
Variable natural animate (undead)
HP: your bloodied value
Defenses: your defenses +4 Fortitude, -2 Reflex, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: The target's movement modes other than teleportation. Their speeds are reduced to the lower of 4 or their current speed.
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant, 10 critical hits
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Traits:
Undead Vitality - Aura 2
You and allies within the aura (including the dread zombie) gain a +2 bonus to their Fortitude defense and death saving throws.
Intrinsic Nature: If you haven't given the dread zombie any commands by the end of your turn, it attacks a grabbed enemy, or moves its speed adjacent to and grabs the nearest enemy.
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Standard Actions:
Melee Basic; Zombie Slam * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: 1d8 + Intelligence modifier damage. If the target is grabbed, this attack deals +1d8 extra damage.
Melee Basic; Zombie Grab * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: The target is grabbed (until escape). Attempts to escape this grab take a -5 penalty and are against the dread zombie's highest defense.
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Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
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Triggered Actions:
Wretched Revival * At-Will
Trigger: The zombie is destroyed by a source other than non-fire damage or damage it isn't vulnerable to.
Effect (No Action): The zombie makes a saving throw. If it has resistance to the triggering source it gains a +5 bonus to this saving throw. On a success you don't lose a healing surge and at the end of your next turn it revives, regains hit points equal to your healing surge value and stands as a free action.
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Skills & Attributes:
Str: 18 (+X) - Dex: 6 (+X) - Wis: 10 (+X)
Con: 18 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the dread zombie gains X charge counters. The dread zombie can have no more than 5 charge counters at one time. The dread zombie has a power bonus to saving throws to reanimate equal to the number of charge counters it has.