style="font-family: tahoma;">The Necromancer
By
Darkgolem
The Necromancer is fun, dark and
interesting choice in a build. Many of the spells a necromancer
can use are not particularly flashy, sometimes to the point where it is
difficult to see if a spell has affected an opponent. However,
the nice thing about necromancy is that the spells often do not have
saves, and are very effective. While a necromancer doesn't have
so much of a fireworks display as many casters, he or she certainly
turn opponents into helpless weaklings ready to have their experience
reward harvested.
Necromancy
is an odd
choice of school to specialize in DDO. In pen and paper, a
necromancer
specialist is trading off damage or conjuration spells (usually) for an
excellent set of single target "save or die" spells at higher levels,
and a fair amount of debuffs at lower levels. However, since DDO
does
not have specialization, and damage spells have enhancements to damage,
this trade doesn't exist. However, for a "themed" caster,
necromancy
can work, if a spell caster knows how to overcome the interest of
staying within the theme of necromantic spells. Instead of using
crowd
control. ghoul touch or a summoned mummy (with it's fear aura) can
substitute. However, the various ways to use necromantic spells
to
function in ways that usually are the areas other spell schools
specialize in is difficult, and requires a competent, patient and
experienced player.
style="font-family: tahoma;">
style="font-family: tahoma; font-weight: bold;">Starting
abilities:
Bonuses)
10
10
14
16
24
style="font-family: tahoma;">
style="font-family: tahoma;">
style="font-family: tahoma;">
style="font-family: tahoma;">
Regarding ability scores: While drow
is an excellent choice for a sorcerer, doing so prevents access to
enough feats. However, if one wishes access to the possibility of
a 34 charisma (if you acquire a +6 cha item and +2 tome), than you can
consider dropping a feat and taking drow instead of human.
(Below information based upon 28 point build, level 14)
href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album72&id=Mummy_Fear_is_a_useful_tool&op=modload&name=Gallery&file=index&include=view_photo.php">
alt="Mummy Fear is useful"
src="http://ddo.tentonhammer.com/files/gallery/albums/album72/Mummy_Fear_is_a_useful_tool.jpg"
style="border: 2px solid ; width: 250px; height: 229px;" align="right">Hit
Points: 107
Armor Class: 10 + Items/spells
Saving Throws:
Fortitude: +6
Reflex: +9
Will: +9
Class/Race Features:
+1 Feat at Level 1
+4 skill points at level 1, +1 per level past 1
Rapid Casting
Skills:
Concentration +19
Heal + 8½
Feats: Spell Focus: Necromancy,
Mental Toughness, Heighten Spell, Greater Spell Focus: Necromancy,
Spell Penetration, Greater Spell Penetration
Enhancements:
Improved Spell Penetration 3
Sorcerer's Charisma 3
Energy Manipulation 3
Subtle Spellcasting 2
Improved Heightening 3
Human Adaptability Charisma
Energy of the Dragonblooded 2
Concentration 2
Wand Mastery 1
Human Improved Recovery 1
Spells
(DC 17 + spell level, 19 + spell level for Necromancy)
Spell Points: 1036 (base 750 + Feats 75 + Enhancements 50 + Ability
bonuses 161 )
Level 1: Chill Touch, Obscuring Mist, Ray of Enfeeblement, Protection
From Evil
Level 2: Ghoul Touch, False Life, Blindness, Command Undead
Level 3: Halt Undead, Ray of Exhaustion, Haste, Protection from Energy
Level 4: Contagion, Enervation, Burning Blood, Bestow Curse
Level 5: Waves of Fatigue, Cloudkill, Break Enchantment
Level 6: Symbol of Fear, Acid Fog
Level 7: Finger of Death
Spell Notes: One should consider taking Create Undead, by
substituting scrolls of similar level spells that require no
saves. However, note that Creating Undead is problematical, in
that undead save against control fairly quickly.
size="-1">
Detailed progression
by level:
Level 1
Class: Sorcerer
Feats: Spell Focus: Necromancy, Mental Toughness
Skills: Concentration +4, Heal +2
Enhancements: Energy of the Dragonblooded 1, Energy Manipulation 1,
Concentration 1
Level 2
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Enhancements: Human Improved Recovery 1, Sorcerer's Charisma 1, Wand
Mastery 1
Level 3
Class: Sorcerer
Feats: Heighten spell
Skills: Concentration +1, Heal +1/2
Enhancements: Improved Heightening 1
Level 4
Class: Sorcerer
Ability Score: Charisma +1
Skills: Concentration +1, Heal +1/2
Enhancements: Concentration 2, Subtle Spellcasting 1, Energy
Manipulation 2
Level 5
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Enhancements: Energy of the Dragonblood 2, Improved Spell Penetration
1, Human Adaptability Charisma
Level 6
Class: Sorcerer
Feats: Greater Spell Focus: Necromancy
Skills: Concentration +1, Heal +1/2
Enhancements: Sorcerer's Charisma 2
Level 7
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Enhancements: Improved Heightening 2
Level 8
Class: Sorcerer
Ability Score: Charisma +1
Skills: Concentration +1, Heal +1/2
Enhancements: Subtle Spellcasting 2, Energy Manipulation 3
Level 9
Class: Sorcerer
Feats: Spell Penetration
Skills: Concentration +1, Heal +1/2
Enhancements: Improved Spell Penetration 2
href="http://ddo.tentonhammer.com/modules.php?set_albumName=album72&id=Fear_is_a_excellent_weapon&op=modload&name=Gallery&file=index&include=view_photo.php">
alt="Fear spells also are good"
src="http://ddo.tentonhammer.com/files/gallery/albums/album72/Fear_is_a_excellent_weapon.sized.jpg"
style="border: 2px solid ; width: 250px; height: 230px;" align="right">Level
10
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Enhancements: Sorcerer's Charisma 3
Level 11
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Level 12
Class: Sorcerer
Feats: Greater Spell Penetration
Ability Score: Charisma +1
Skills: Concentration +1, Heal +1/2
Enhancements: Improved Heightening 3, Energy of the Dragonblooded 3
Level 13
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Level 14
Class: Sorcerer
Skills: Concentration +1, Heal +1/2
Enhancements: Improved Spell Penetration 3
style="font-family: tahoma;">
To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.