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Necromancer

September 1, 2009

This article presents new a new option for Wizards, allowing them to become masters of necromancy and controllers of the undead. Tapping into such power is a common trope of fantasy fiction, particularly among the bad guys, however, it does not have to be. These powers are not inherently evil, although some other people in your world may disagree. Followers of the Raven Queen will especially find you abhorrent! In this manner, it also presents unique roleplaying opportunities – are you a good necromancer who has to defend his art from the stigma against it, or are you an evil necromancer who uses the zombies to oppress the living?

Of course, GMs may not wish to limit Wizards to having control over the undead, or in fact they may wish to keep zombies in the realm of other sorts of casters entirely. Another often found aspect of the undead in fantasy fiction is that they are controlled by evil priests. If this is the case in your world, then the GM may wish to allow these powers for Invokers as well or instead of Wizards. If he or she does so, it is suggested that the references to Intelligence and Wisdom are switched for Invokers, so that Wisdom is the main stat for Invokers while Intelligence determines the secondary effects. Invokers will have to give up their Covenant for Zombie Leadership instead of an Implement Mastery.

The powers here are of course all options that can be mixed with the Wizard powers from other sources, such as the Player’s Handbook and Arcane Power. They may all be taken for a complete Necromancy flavor, though with the Wizard’s spellbook he is likely to prepare other spells occasionally.

The one caveat is that if you take all these powers and prepare only these powers in a given day, then you will not effectively be able to do anything until someone else on your team kills something. Also, most of these powers were geared toward using Animate Zombie Minion, so unless you’re starting above level 9 and you can get your Daily non-minion zombie, you are best off choosing Zombie Leadership instead of an Implement Mastery.

New Class Feature: Zombie Leadership

Zombie Leadership replaces your Arcane Implement Mastery.

A zombie leader is a sort of type of warlord, only the troops he or she commands are the unliving. By maneuvering them around the battlefield, he or she can flank with allies, cause distractions and guide the enemy to where he or she wants them.

Benefit: You gain the following power as a class feature:

Animate Zombie Minion (Wizard Class Feature 1)

Drawing on the energy released at death, you create a minion under your command.

At-Will * Arcane, Implement, Summoning

Immediate Reaction Close blast 20

Trigger: A creature in the blast other than a zombie under your or another Wizard’s control dies.

Effect: You summon a medium zombie minion in one of the squares which the triggering creature had previously occupied. You are then dazed until the end of your next turn. The zombie minion has move 5 and follows the normal rules for summoned creatures except it is a minion, possessing only one hit point, but taking no damage on a miss. It also cannot gain temporary hit points. Additionally, you do not expend a healing surge or take damage when the minion dies.

As a standard action, you may give the minion the following special command:

Standard Action Melee 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 1d6 + Intelligence modifier damage

Increase to 2d6 + Intelligence modifier damage at 21st level.

Special: This counts as its melee basic attack.

Special: You may only have two minions active at once. (Three at 16th level or above.) Additionally, whenever you give an action to a minion, all of your currently active minions may take that action.

Explanation of Zombie attacks: A power with a range including the word “zombie” means that the range is measured from any zombie under your control. For example, a melee zombie power means a zombie may make a melee attack, while a Ranged zombie 5 power means it may make an attack with a range of 5.

Powers

Zombie Claws (Wizard Attack 1)

Your undead creation obeys your command and then proves itself to be more agile than your enemies would guess.

At-Will * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 1d8 + Intelligence modifier damage and you may shift the zombie 1 square.

At level 21, increase damage to 2d8 + Intelligence modifier damage

Flailing Strike (Wizard Attack 1)

The beauty of the undead is that they can be reckless where you cannot.

Encounter * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One or two creatures

Attack: Intelligence vs. AC, one or two attacks against the same or different creatures

Hit: 1d8 + Intelligence modifier damage and target is dazed until the end of its next turn.

Deathly Explosion (Wizard Attack 1)

Even powerful necromancers who lead armies of the undead like when stuff blows up.

Daily * Arcane, Implement, Necrotic, Zombie

Standard Action Close blast zombie 2

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier necrotic damage, ongoing 5 necrotic damage (save ends).

Miss: Half damage, no ongoing damage.

Effect: Destroy the zombie through which you cast this spell.

Sacrifice the Minion (Wizard Utility 2)

Because really, it’s what they’re for.

Encounter * Arcane

Immediate Interrupt Ranged 5

Requirements: You must have a zombie within range

Trigger: You are hit with an attack

Effect: A zombie adjacent to you is hit with the attack instead. If there is no zombie adjacent to you, a zombie under your control within range moves adjacent to you first.

Acid Spit (Wizard Attack 3)

Disgusting, but effective!

Encounter * Acid, Arcane, Implement, Zombie

Standard Action Ranged zombie 5

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier acid damage and target is blinded until the end of its next turn.

Undead General War Cry (Wizard Attack 5)

The Raven Queen wears army boots!”

Daily * Arcane, Implement, Zombie

Standard Action

Effect: All zombies under your control may make the following attack:

Target: One creature

Attack: Intelligence vs. AC

Special: The zombie may shift 2 squares either before or after the attack.

Hit: 1d8 + Intelligence modifier damage

Cover Ally (Wizard Utility 6)

Like playing hot potato with Sovereign Glue!

Encounter * Arcane

Immediate Interrupt Ranged 10

Requirement: You must have a zombie currently under your control and within 5 squares of the triggering creature to use this power.

Trigger: You or an ally within range is hit with an attack.

Effect: A zombie adjacent to the triggering creature is hit with the attack instead. If there is no zombie adjacent to the triggering creature, a zombie under your control within 5 squares of the triggering creature first moves adjacent to that creature.

Grappling Strike (Wizard Attack 7)

C’mere you big lug! Have a zombie hug!

Encounter * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier damage, target immobilized (save ends).

Special: If your zombie moves, the immobilization automatically ends.

Create Minor Undead (Wizard Attack 9)

You have learned to tap directly into planes of death and negative energy. You tear substance from it to form a being under your command.

Daily * Arcane, Implement, Summoning

Standard Action

Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 2d8 + Intelligence modifier damage.

Special: This counts as its melee basic attack.

Master’s Sacrifice (Wizard Utility 10)

Occasionally it is actually beneficial to keep your creations alive, even at a slight cost to your own health.

Encounter * Arcane, Healing

Standard Action

Prerequisite: You must have an unexpended healing surge to use this power.

Effect: Spend a healing surge. You do not gain the benefits from it, but a non-minion zombie under your control does.

Horde Charge (Wizard Attack 13)

Secretly, many generals of the undead wish that they were generals of the living.

Encounter * Arcane, Zombie

Standard Action Personal

Effect: Each zombie under your control may make a charge attack or a basic melee attack.

Create Moderate Undead (Wizard Attack 15)

Your abilities to call on death energies improves greatly.

Daily * Arcane, Implement, Summoning

Standard Action

Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:

Standard Action Melee 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 2d10 + Intelligence modifier damage.

Special: This counts as its melee basic attack.

Poisonous Barbs (Wizard Utility 16)

The best poisoned weapon is one you don’t have to personally apply the poison to.

Daily * Arcane, Poison

Standard Action

Effect: Until the end of your next turn, attacks made by your zombies deal an extra 1d4 + your Wisdom modifier poison damage.

Sustain Minor: The effect persists.

Whirlwind Claw Strike (Wizard Attack 17)

Screeching out a moan of terror and pain, your zombie strikes at all within its grasp.

Encounter * Arcane, Implement, Zombie

Standard Action Close blast zombie 1

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 2d8 + Intelligence modifier damage and target is dazed until the end of its next turn.

Create Greater Undead (Wizard Attack 19)

You have become so accustomed to creating undead constructs that you find yourself able to do it almost as often as you wish – though channeling such energies is not without cost to your own body.

Daily * Arcane, Implement, Summoning

Standard Action

Requirement: You must have an unexpended healing surge to use this power.

Effect: You expend a healing surge but do not gain the benefits of it. Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action, you may give it the following special command:

Standard Action Melee 1

Target: One creature

Attack: Intelligence vs. AC

Hit: 2d10 + Intelligence modifier damage and enemy is knocked prone.

Special: This counts as its melee basic attack.

Special: When this zombie is destroyed, you regain the use of this power.

Mortifying Feast (Wizard Utility 22)

A skilled necromancer is able to use even the energies of death and destruction to strengthen themselves.

Encounter * Arcane, Healing

Minor Action Personal

Requirement: You must have a zombie under your control to use this power.

Effect: Destroy a zombie under your control. You may spend a healing surge and regain additional hit points equal to your Wisdom modifier.

Distracting Assault (Wizard Attack 23)

Your zombies unleash a relentless slashing attack that takes all the enemies’ attention to avoid.

Encounter * Arcane, Implement, Zombie

Minor Action Melee zombie 1

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 3d6 + Intelligence modifier damage and target is dazed until the end of its next turn.

Effect: Until the end of your next turn, enemies adjacent to any of your zombies grant combat advantage to your allies.

Poison Bile (Wizard Attack 25)

A full stomach is a terrible thing to waste.

Daily * Arcane, Implement, Zombie

Standard Action Close blast zombie 1

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier poison damage and 10 ongoing poison damage (save ends).

Miss: Half damage, 5 ongoing poison damage (save ends).

Vicious Rending (Encounter 27)

With deathly speed your zombie tears into an opponent.

Encounter * Arcane, Implement, Zombie

Standard Action Melee zombie 1

Target: One creature

Attack: Intelligence vs AC

Hit: 2d6+Intelligence modifier damage and 10 ongoing damage (save ends).

Special: You may repeat this attack twice more against the same or different targets. The ongoing damage does not stack if the same target is targeted more than once.

Summon Titanic Undead (Wizard Attack 29)

Raaaaaaaaaaaargh!

Daily * Arcane, Implement, Summoning

Standard Action Close blast 2

Requirement: You must have at least one unexpended healing surge to use this power.

Target: All creatures in blast

Attack: Intelligence vs. Reflex

Hit: 3d8 + Intelligence modifier damage and you slide the target 2 squares to a square outside the blast.

Miss: Slide the target 2 squares to a square outside the blast.

Effect: Expend a healing surge but do not gain any benefits. You summon a large zombie with move 7 in the squares covered by the blast. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action you may give it the following command:

Standard Action Close blast 1

Target: All creatures in blast

Attack: Intelligence vs. AC

Hit: 3d8+ Intelligence modifier damage

Feats

Heroic Tier


General of Undeath

Prerequisite: Wis 13, Zombie Leadership class feature

Benefit: You may have one more zombie minion than normally allowed.

Zombie Defense

Prerequisite: Wis 13, Zombie Leadership class feature

Benefit: Zombies under your control gain a +1 to all defenses, including AC.

Paragon Tier


Agile Creations

Prerequisite: Level 11, Dex 13, Zombie Leadership class feature

Benefit: Zombies under your control may make a melee basic attack as an opportunity attack.

Hardy Creations

Prerequisite: Level 11, Wis 13, Zombie Leadership class feature

Benefit: Your zombies are summoned with 5 + your Wisdom modifier temporary hit points.

Special: Increase this to 10 + your Wisdom modifier at epic level.

Negative Energy Imbuement

Prerequisite: Level 11, Wis 15

Benefit: As a free action you may switch your zombies’ damage type to necrotic or back.

Zombie Healing

Prerequisite: Level 11, Wis 15

Benefit: When you use your Second Wind, you may apply the benefits to a non-minion zombie under your control instead of yourself.

Epic Tier


Improved Zombie Defense

Prerequisite: Level 21, Wis 17, Zombie Defense

Benefit: The bonus to your Zombies’ defenses equals your Wisdom modifier.

Zombie Zookeeper

Prerequisite: Level 21, Wis 17, General of Undeath

Benefit: You may have up to two non-minion zombies under your control at once.

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