CloudCobra |
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“You are not living, you are surviving.” - Michael Scott, The Necromancer
INTRODUCTION
Rating System:
(*****) OH YES!!!!
(****) Highly recommended.
(***) A solid choice.
(**) Okay, but nothing special.
(*) Usable, but not recommended.
This is a discussion of how to play the Life-School Necromancer. Necromancers can be quite decent, if built correctly. Unfortunately, we decided to play one of the hardest wizards that Paizo managed to create. Thinking that Necromancy for healing has GOT to be better? You hold on to that dream...Let's face it, you'd probably be better off playing a Twilight Sage arcanist or Life Oracle. Life-School Necromancer was supposed to be an arcane healer idea, but right off the bat we were faced with the fact that the writers didn't put a lot of extra effort behind it. In fact, the more you try to think about how to push the envelope with this idea, the more questions come up of how a lot was intended to work.
Necromancy's big weakness is that it's such a small school already, which makes it hard to have decent spells every level. In fact, with all the splat books that were published they still hardly exist. Secondly, most necromancy spells are touch or ranged touch spells, which makes us live dangerously. Needless to say, we have to push our creativity to the nigh ludicrous to make this a viable build even now. A lot of what we have to do will not exactly endear us to the Pathfinder Society crowd - lets face it, you probably won't even endear yourself to your GM.
The second problem is that the Healing Grace power that comes with the school only works with spells if they have targets, are area-based, or belong to ranged or melee touch attacks. Your spells are limited, especially in the early levels, which means that you have to choose between healing (probably yourself) or being useful in combat. Also, if you tried to heal your party members using this ability, you more than likely would have to resort to fear-based and mind-affecting Necromancy spells and watch the hilarity ensue as you scare the wits out of them. Without making an Infernal or Demonic Pact, or using the Race Builder tool, there's no way in hell to be able to use this to its full potential.
Yes, as a Life School necromancer you will still be manipulating the power of death, unlife, and the life force. Still, unless you're a Pharasmin, or unless you follow the Andoran faction/Liberty's Edge faction, Undead are not without their uses. However, your play-style will revolve around attrition without the main focus being the creation of hordes of undead minions. A true Life School necromancer will drain his own health to heal his group and minions, then drain his enemies of life force to heal himself and his group. Following combat he will animate his enemy's corpses to unlife, and then drain their negative energy to convert it again into life force to heal himself and his party, intermittently buffing himself with temporary hit points for additional survivability. Consequently, any Undead minions he creates become more of a cadre of bodyguards and batteries. Likewise, his team of Undead will be small enough that he always has them within reach.
There are several things you will have to get through your head right away.
1) Your first and primary duty is to be the party de-buffer. The weaker you make them, the quicker the fight will end. This will not change. The problem is that a lot of these spells are safe or suck, as well as safe or die. Consequently, you have to think in a slightly different way than other wizards. It's about progression to increase the suckage before you hit them with the BIG SUCK. Otherwise you'll take a big chance in failing and look like an idiot.
2) Your secondary duty as a Wizard is battlefield control. The more you can change the environment to suit your party's needs the easier the fight will be.
3) Your tertiary duty is that of utility caster. Always have the right tool for the right time and the right moment.
4) Your quaternary duty will be two-fold: you will be a temporary hit point powerhouse, and an out-of-combat healer. You'll never be as good as the Cleric for in-combat healing. BUT we can certainly make it interesting. *wicked grin*
Step 1. RACES
“You look like a protagonist.” - Rainbow Rowell, Eleanor & Park
This is a list of of the races that will make decent Life School Necromancers. If it's not mentioned here it probably means that it's not even a decent choice. Some races might make good Mages in general, but not decent Necromancers. Thus, your race will determine a lot about how we're going to pull this off. Your choices are:
Samsaran (*****): Samsarans gain +2 INT, +2 WIS, and –2 CON; a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. They also get comprehend languages, deathwatch, and stabilize 1/day as a Spell-like ability. That already makes them very good for fighting Undead creatures, but what we're after is the Mystic Past Life alternate trait. Being able to get spells from the other class lists is golden for making a Life School Necromancer, and pretty much the only way to get even close on par with a Cleric. That Mystic Past Life ability allows for decent variety. However, you have to choose whether you're going to get them from an Arcane or a Divine source, and your choices of future spells can't be changed so make sure you know what you are doing. Samsarans gain the same Favored Class option as humans, which means more spells.
Aasimar [Emberkin] (*****): +2 INT, +2 CHA; 60 foot darkvision; +2 racial bonus on Knowledge (planes) and Spellcraft. Emberkin gain pyrokinetics as a spell-like ability, but we'll replace that spell-like ability with the ability to channel 1d6 points of positive energy once per day as a supernatural ability (see Blood of Angels). That gives us a small boost in the early levels to heal our group and to fight undead. Otherwise, take the Immortal Spark alternate racial trait if you want to become a Bloatmage. Like other Aasimars they also have acid resistance 5, cold resistance 5, and electricity resistance 5. Naturally, we give them the alternate Scion of Humanity trait for extra fun. This ability lets you be treated as a human for all effects which also allows you to choose human archetypes and feats. With the Racial Heritage feat you can count as an Aasimar, a human, and any other humanoid race all at the same time, letting you mix-and-match feats and archetypes that would never normally go together. If you want to go Shadowcaster, replace Darkvision 60 feet with Halo. Unfortunately, Paizo has no Favored Class bonus for Wizards...but it could be argued that if they're a Scion of Humanity that they could get the Favored Class option from Humans. Either way, these Aasimar have no real downside.
Damphir (****): Common Damphirs have +2 DEX, –2 CON, +2 CHA, a +2 racial bonus on Bluff and Perception and +2 racial bonus on saving throws against disease and mind-affecting effects, and they can cast Detect Undead 3x/day. However, the better alternative are the Jiang-Shi-born (Ru-Shi). Ru-Shi get +2 STR, +2 INT, –2 DEX, a +2 Racial bonus to Acrobatics and Knowledge (engineering), they can cast Erase 3x/day, but take a -1 penalty on saves against sonic effects and spells. All damphirs take no penalties from energy drain effects, see 60 feet in the dark, and 60 feet in dim light. However, they are dazzled by bright light and are only healed by negative energy. Their favored class option kicks in at Level 4, Level 8, Level 12, Level 16, and Level 20, which gives you an additional +1 CL to necromancy spells each time (for a total of +5). Either way, their heritage cries out Necromancer. If you go Shadowcaster ask your GM to remove Darkvision and pick another 2 RP boon.
(****) Android: Androids have +2 DEX, +2 INT, and -2 CHA, +2 racial bonus on Perception checks, but a -4 penalty on Sense Motive checks for being emotionless. They have 60 feet darkvision and also possess low-light vision. They count as both humanoids and constructs when it comes to spells, bane weapons, and favored enemy bonuses. They also gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Alas, they can't gain morale bonuses because of their emotionless state, but that also means that they are immune to fear effects and all emotion-based effects. Their nanite surge ability (1/day, immediate action) gives them a bonus equal to 3 + the android's character level on any one d20 roll. If you go Shadowcaster ask your GM to replace Darkvision and pick another 2 RP boon. Androids gain the same Favored Class option as humans, which means more spells. So, they could certainly fit the job.
Human (***): The flexible +2 to any stat is very useful, nevermind the extra feat at Level 1 which gives an early boost to power. As a wizard you also gain an additional spell in your spellbook each level. More spells means more utility. Also, you can choose Adoptive Parentage to gain access to other race traits and archetypes. Always a solid choice.
Elf (***): A +2 DEX is very important as you're going to be making a lot of ray and touch attacks. +2 Int is very nice for extra skill points and higher Spell DC, and thus the -2 to CON is not that bad. You're immune to magical sleep effects, have +2 to Perception, and gain a +2 saving throw bonus to enchantment spells and effects. You also get a +2 bonus to Spellcraft for identifying magic items. As necromancy has a lot of save or suck spells that require you to overcome Spell Resistance the +2 to defeat Spell Resistance can be helpful later – especially if you decide to focus on Enervation. Elves also add +1/2 to the number of uses per day when it comes to the Share Essence ability. That can certainly become helpful in the later levels, but it won't be your primary focus.
Tiefling [Grimspawn] (***): These kinds of Tiefling have +2 DEX, +2 INT, –2 WIS, and gain 1/day death knell as a spell-like ability. Deathwatch at will with the Soul Seer trait is great so we also take that. Tieflings have the same Favored Class option as elves, which is also good when it comes to the use of the Share Essence ability. On top of that, Tieflings have cold resistance 5, electricity resistance 5, fire resistance 5, and 60 ft. darkvision. They also gain a +2 racial bonus to Disable Device and Sleight of Hand, but this will be less useful to us. No more need for meta-gaming at the table to know how wounded your fellow teammates are at any point. :P If you go Shadowcaster ask your GM to remove Darkvision and pick another 2 RP boon.
Wayang (***): These ugly little runts get +2 DEX, +2 INT, -2 WIS; +1 size bonus to AC; +1 size bonus to attack; +2 racial bonus to Perception and +6 overall bonus to Stealth; 60 foot darkvision; +1 DC to any Shadow spell; 1/day - ghost sound, pass without trace, and ventriloquism; +2 saves against shadow spells; 1/day they can heal from negative energy and be hurt by positive energy for 1 minute. Granted, these guys have a lot of advantages in a small package and become even scarier when you take the Shadowcaster archetype and take the proper complimentary feats (Shadow Grasp, Tenebrous Spell, Umbral Spell). If you go Shadowcaster ask your GM to downgrade Darkvision to Low-Light Vision and pick another 1 RP boon. The only downside is that they have a movement speed of 20 feet and are really shy and elusive, prefer to avoid conflict, and take a position of strict neutrality (see Dragon Empires Primer). Also, Paizo never provided a favored class option for wizards when it comes to this race, so we only have a 3PP option to add +1/3 to the effective caster level of shadow spells.
Half-Elf (**): You get a +2 to INT and a Skill Focus feat, and have the same immunities as elves, seeing 60 feet in dim light and the Perception bonus. However, you can use the Skill Focus feat for quicker access to Eldritch Heritage and Spell Specialization. Access to Paragon Surge could potentially tip the scale for utility and versatility reasons. Still, this race is not my first choice because their Favored Class option is not designed for Necromancy.
Half-Orc (**): Yeah, +2 to any one Stat is good, but to make this race work we'll replace Darkvision with Skilled (+1 skill point each level), and Orc Ferocity with Warded Skin (SR 6 + character level against Divine spells, with demon worshippers having a 10% failure). We still keep the +2 to Intimidate just to round out the character, but the +1 bonus to concentration checks doesn't give us much of an advantage.
Ratfolk (*): +2 DEX, +2 INT, and –2 STR; small size; 60 ft. darkvision; +2 Craft (alchemy), Perception, and Use Magic Device. We'll remove the Swarming trait for Cornered Fury because it's doubtful you'll have a group of Ratfolk. It's still not that great, as is the +4 Animal Empathy with rodents or the 20 feet of movement speed. If you go Shadowcaster ask your GM to downgrade Darkvision to Low-Light Vision and pick another 1 RP boon. Third-party Favored Class bonuses only apply to disease spells, and then the +1/3 effective caster level boost only applies to duration. So, granted, you can make a Necromancer with this race, but it wouldn't be my first choice.
Step 2. BASE STAT LAYOUT
“Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.” - Anonymous
These would be the most common stat layout for most people playing wizards:
(10-point buy) STR 7, DEX 11, CON 10, INT 18, WIS 10, CHA 7
(If you are Ratfolk drop 3 DEX, and add 2 STR; if Grimspawn or Wayang, drop 2 DEX, and add 2 WIS; Common Damphirs drop 2 DEX and add 2 CON, whereas Ru-Shi add 1 DEX and -1 WIS; Samsarans add 2 CON and deduct 2 WIS; if Elf, drop DEX by 1, drop WIS by 1 and add 2 to CON)
(15-point buy) STR 7, DEX 12, CON 12, INT 18, WIS 12, CHA 7
(Ratfolk add 1 STR and subtract 2 DEX; if Grimspawn or Wayang, add 1 STR and deduct 2 DEX)
(20-point buy) STR 7, DEX 14, CON 14, INT 18, WIS 11, CHA 7
(Ratfolk add 2 STR and subtract 2 DEX; if Grimspawn or Wayang, add 1 WIS and subtract 2 DEX)
(25-point buy) STR 7, DEX 16, CON 14, INT 18, WIS 11, CHA 7
(Ratfolk add 2 STR and subtract 1 DEX; Grimspawn or Wayang, add 1 STR & 1 WIS, subtract 1DEX)
As you can see, the basics of being a Wizard are still there. Your highest stat will be INT to get the largest amount of spells, and increase the DC of the spells you cast. Dexterity not only gives you initiative, extra AC, and increases the ability to use ranged touch/ray spells and touch spells. Your greatest liability is that you are squishy, so having some extra CON is useful. Also, Wizards suffer in Fort saves. Don't skimp on Wisdom, because you don't want to negatively affect your Will saves. Unless you intend to use Threnodic Spell or similar feats to use Enchantment spells on certain creatures, or actually want to have your chosen race's spell-like abilities, you can use CHA as your dump stat. However, you do want to have a certain amount of Strength, because once your spells run out you're down to providing Aid Another actions, throwing stuff, and effectively acting as a weak crossbowman. Therefore, it helps to have extra gear like alchemical items, etc. to keep your utility aspect going.
Now I don't know about you, but Pathfinder has a steep difficulty curve at the early levels. So, unless you have a team that actually knows what they're doing I would recommend you taking a slightly different approach...
CloudCobra's Starting Stats (20-point buy):
STR 9
DEX 12
CON 14
INT 16
WIS 12
CHA 12
A lot of you will already be looking askance at this choice of stats. But it will become apparent once we get further down the line. Overall this gives you a good starting point no matter what you're trying to do.
START AS A YOUNG CHARACTER (Ultimate Campaign, p.194)
“Youth is wasted on the young.” - George Bernard Shaw
As a young character you have -2 STR, +2 DEX, -2 CON, and -2 WIS.
Since character traits represent your character's background before becoming an adventurer choose 1 starting trait for now.
For your Level 1 feat take Additional Traits (Advanced Player's Guide, p.150). This allows us to by-pass the Retraining restrictions later.
Now choose a Money Trait and a Knowledge-boosting trait with a focus on Arcana. The reason behind this will be explained soon.
(*****) NOTICE: If you can actually do the Beginner Box's adventure, Skeleton King's Crypt, as an NPC class introduction, you end up with: 116 gp in coins, 400 gp in diamonds, 300 gp in rubies, a +1 Longsword (2,315 gp), a regular longsword (15 gp), a mace (12 gp), a shortsword (10 gp), a warhammer (12 gp), a torch, and a potion of cure light wounds (50 gp). If you get rid of those you don't need a money trait, and it would actually provide a cross-over to becoming a Wizard.
Step 3. TRAITS
Our character is but the stamp on our souls of the free choices of good and evil we have made through life. - John C. Geikie
1) Starting Traits
(***) Reactionary (Combat): +2 trait bonus to Initiative. [Ultimate Campaign, p.53]
(***) Warrior of Old (Elf): +2 trait bonus to Initiative. [Elves of Golarion, p.15; Ultimate Campaign, p. 62]
(***) Elven Reflexes (Half-Elf): +2 trait bonus to Initiative. [Ultimate Campaign, p. 62]
(***) Wary of Danger (Human-Kellid): +2 trait bonus on Initiative. [People of the North, p.6]
(***) Hermean Paragon (Regional-Hermea): +2 trait bonus on Initiative checks. [Inner Sea Primer, p.20]
(***) Chance Savior (Carrion Crown): +2 trait bonus on Initiative checks. [Carrion Crown Player's Guide, p.12]
(**) Tactician (Combat): +1 trait bonus to Initiative; 1/day +2 trait bonus to attack rolls on AoO. [Ultimate Campaign, p.54]
(**) Arcane Temper (Magic): +1 on Concentration and +1 on Initiative. [Ultimate Campaign, p.56]
(**) Absalom Hotspur (Regional-Absalom): +1 trait bonus on Initiative checks and Knowledge (local checks). [Inner Sea Primer, p.4]
(*) Bloody-Minded (Combat): Requires CE alignment; gain +1 trait bonus on initiative and Intimidate checks. [Champions of Corruption, p.11]
(**) Inspired (Faith): Once per day (free action), roll twice and take the better result on a skill check or ability check. [Ultimate Campaign, p.55]
(**) Mystery Initiate (Faith): Once per day, reroll any Knowledge skill check. [Quests and Campaigns, p.19]
(**) Numerological Gift (Ru-Shi): Once per day, treat your roll as if you had rolled a natural 20 if you roll your totem number. [Blood of the Night, p.20]
(**) Artisan (Social): +2 trait bonus on a single Craft skill. [Ultimate Campaign, p.59]
(**) Bruising Intellect (Social): Use INT rather than CHA on Intimidate checks; Intimidate is a class skill. [Ultimate Campaign, p.59]
2) Money Traits
(*****) Chosen Child (Po Li): Starting money increases by 900 gold pieces. [Dragon Empires Primer, p.16]
(****) Rich Parents (Social): Your starting cash increases to 900 gp. [Ultimate Campaign, p.61]
WARNING! A lot of GMs don't allow you to take this one. However, the quick early-game boost is undeniable.
(**) Child of Infamy (Council of Thieves): +1 Perform (act) which becomes a class skill; +300 gp starting gold. [Council of Thieves Player's Guide, pp.8-9]
(**) Get the Cargo Through (Serpent's Skull): +300 gp starting gold. [Serpent's Skull Player's Guide, p. 10]
These three traits are decent fallbacks, but clearly not as great...
(**) Brigand (Kingmaker): +100 gp; +1 to Bluff, Diplomacy. Intimidate, & Sense Motive when dealing with brigands, thieves, bandits, etc. [Kingmaker Player's Guide, p.10]
(**) Ustalavic Noble (Ustalav): +1 on Diplomacy and Knowledge (nobility); +100 gp starting gold. [Inner Sea Primer, p.22]
(**) On the Payroll (Carrion Crown): +150 gp starting gold. [Carrion Crown Player's Guide, p.12]
Only including this if your GM is a prick and you have to take the Adopted trait or Racial Heritage feat...
(***) Coin Hoarder (Dwarf): Starting gold increases to 500 gp. [Dwarves of Golarion, p.11]
3) Knowledge-boosting traits
(****) Outlander - Lore Seeker (Rise of the Runelords): +1 bonus to Knowledge (arcana), which becomes a class skill. Pick three arcane spells and cast them at +1 CL and +1 DC [Advanced Player's Guide, p.331]
(***) Foster Child (Jade Regent): Gain +2 on any Knowledge skill and it becomes a class skill; +1 attack bonus against foes threatening Koya. [Jade Regent Player's Guide, p.12]
(***) Teacher's Pet (Carrion Crown): +2 bonus to any Knowledge skill, which becomes a class skill. [Carrion Crown Player's Guide, p.12]
(***) Secret Knowledge (Norgorber): Choose any Knowledge skill and gain a permanent +2 to it, and it becomes a class skill. [Inner Sea Gods, p.222]
(**) Arcane Depth (Nethys): Either a +1 on Spellcraft or +2 on Knowledge (arcana). However, neither skill becomes a class skill. [Inner Sea Gods, p.218]
(**) Azlant Fanatic (Human-Azlanti): +1 bonus to Knowledge (arcana) and Knowledge (history). One of these skills (your choice) becomes a class skill. [Taldor-Echoes of Glory, p.14]
(**) Mathematical Prodigy (Magic): +1 on Knowledge (arcana) and Knowledge (engineering). One of these becomes a class skill. [Ultimate Campaign, pp.57-58]
(**) Adaptive Magic (Reign of Winter): +1 on Knowledge (arcana) and Use Magic Device checks. Use Magic Device becomes a class skill. [People of the North, pp.30-31]
(**) Huldra's Luck (Land of the Linnorm Kings): 1/day +1 luck bonus on single saving throw, attack roll, or skill check. [People of the North, p.21]
(**) Empyreal Focus (Empyreal Lords): Once per day, grant any skill check a +2 trait bonus. [Faiths of Purity, p.21; Inner Sea Gods, p.219]
(*) Seeker of Brightness (Elf): +1 bonus on Knowledge (your choice) and on Perception checks. [Elves of Golarion, p.15]
(*) Half-Forgotten Secrets (Ajibachana): Gain a +1 trait bonus on checks with two Knowledge skills of your choice, and one of these skills becomes a class skill.
Note: Vetala-Born (Ajibachana) Damphirs are not that great. I'm just mentioning this trait for completeness sake. [Blood of the Night, p.21]
4) Other skills that might help:
Knowledgeable Caster (Magic): +1 trait bonus on any Knowledge checks with chosen sorcerer bloodline; 1/day cast Divination spell at CL +1 [Ultimate Campaign, p.57]
5) DRAWBACKS
“Any negative trait, if known, becomes your ultimate trait. Unless you are Batman.” - Nikhil Sharda, Sans Destination
Take a Drawback (if the GM allows it) to gain another trait.
Choose either Condescending, Paranoid, Power-Hungry, Pride, or Umbral Unmasking.
You might as well. After going through the Acadamae you're bound to pick up some mental baggage.
CloudCobra |
Step 4. Choose your Deity/Philosophy
“Going to war over religion is like fighting over who has the better imaginary friend.” - Robin Williams
Your choice of deity/philosophy will affect your alignment and play-style when it comes to your Life School Necromancer.
Nethys [NG/LN/N/CN/NE] - This choice will give you a large alignment range and provide everything from the academic to stereotypical necromancer. If you desire magical knowledge or power, regardless of how you want to use it - to destroy, invent, or protect, this will be your choice.
Pharasma [NG/LN/N/CN/NE] - Another choice with a large alignment range, but these necromancers focus on the eradication of undead.
Aroden [LN/LG/N] - If you have a thing for multi-layered costumes, tall hats & helms, and the fact that Aroden is dead - go for it. Could work in regards to an innovative, knowledge-seeking researcher.
Asmodeus (LE/LN) - If you like black & red, are impeccably clean, have a pension for contracts, slavery, and flattery, sticking to your word yet seeking power with a purpose, and believing in order, this will be your style of Necromancer. However, you will be at a disadvantage as a Pact Wizard.
Diabolism [LN/LE] - If you're about order, discipline, and Judge Dredd-like law, and looking at distasteful things as necessary, then welcome to the party. These are rather academic and pragmatic necromancers. Again, you will be at a disadvantage as a Pact Wizard.
Zon-Kuthon [LN/LE/NE] - If you like playing goths, morbid physicians, and people in tight, black leather with a pension for sadism and/or masochism this is your choice.
Urgathoa [N/LE/NE/CE] - If you prefer being a hedonist, who likes helping others become undead - and a pension for spreading disease - then this is your choice.
Norgorber [N/LE/NE/CE] - If you focus on being a broker of secrets with a pension for cultism and secret societies, this is your choice.
Razmir [N/LN/LE/NE] - If you are after a quick path to wealth and comfort (at the expense of local lay worshipers), while being a fanatic and trying to pull off arcane as divine healing magic then you'll probably fit in here.
Fire God [CN/NE/CE] - If you play a Half-Orc, AND your GM allows you to abuse the Fire God's Blessing trick, AND you don't mind being EVIL or CRAZY while having a pension for pyromania then this is for you. But I'd pass.
Whispering Way [NE] - If your purpose is going to be becoming a lich, vampire, or other kind of undead, and trying to turn the rest of Creation into undead with you, then this is your place.
Prophecies of Kalistrade [LN] - If you have a pension for wearing white and making money, this is the place. Their PRC has some uses for gaining extra spells.
Atheist [Any] - Unless you have a thing for Hermea (eugenicists) or Rahadoum (secular humanists), like to follow pure reason and logic, put your faith in the potential of mortals, or otherwise invest in the ways of the material world this will be your choice. Unfortunately, their feats are rather underwhelming.
CloudCobra |
Step 5. WIZARD SCHOOL (Inner Sea Magic)
"Oh, Harry? If you die down there, you're welcome to share my toilet.” - Moaning Myrtle, Harry Potter and the Chamber of Secrets
If you managed to get ahold of a decent money trait, this little side-trip is going to give us extra perks. As a wizard we are going to have to choose a school to attend which is going to turn us into a Necromancer. Our choice will be the Acadamae from Korvosa. It has no entrance fee, albeit a stiff DC 20 Knowledge (arcana) check for the entrance exam, and a cost of 100 gp per semester (that's every 3 months). Now you know why we wanted a Knowledge (arcana) trait. In general, one Education check is supposed to be done each semester, but since the Acadamae has 1 semester dedicated to the Breaching Festival there are only 3 Education checks per year. Luckily we can choose between Knowledge (arcana), Knowledge (planes), or Spellcraft. However, we'll have focused on Knowledge(arcana) during character creation, so that will be our best option every semester. The teachers don't really care as long as you successfully make that Education check.
The downside is that the GM can really screw with you when it comes to those Education checks, so we're simply going to Take 10 on those because it doesn't say that we can't. Also, keep in mind that only your Fame stacks, whereas your Prestige Points do not. You have to spend them the next chance you get.
Passing the Entrance Examination
Here are some options:
1. Take the test during an Eox Ascendant Astrological Event (Occult Mysteries, p.39)
Consult a star chart or observe the stars at night and make a Knowledge (arcana), Knowledge (nature), or Knowledge (planes) check - DC 14.
Benefit: Gain a +2 bonus on the next Knowledge check you attempt.
2. Quaff a dose of Bloodbrush Extract (Numeria-Land of Fallen Stars, p.23)
Cost: 25 gp Bloodbrush Extract provides a +2 on Knowledge (arcana, planes, or religion) and Spellcraft checks. It has a mild addiction (Fort DC 14), and lasts for 2 hours, which should be long enough for the test. However, it numbs the senses and evokes vivid hallucinations, a heightened sense of awareness, as well as altered thought processes.
3. Start with a Sage archetype familiar to have your unassuming pet give you hints during the test.
Benefit: +2 Aid Another bonus on Knowledge check.
CloudCobra |
Here is the Acadamae attendance schedule you will follow for this character:
Apprenticeship (3 years)
Year One - Semester 1
Fame:0, PP: 0
Spend 100 gp for Tuition
Education check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year One - Semester 2
Fame: 1, PP: 1
-1 Prestige Point (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year One - Semester 3
Fame: 3, PP: 2
-1 Prestige Point (Scholarship Aid)
-1 Prestige Point (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year One - Semester 4
Fame: 4, PP: 1
-1 Prestige Point (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Two - Semester 1
Fame: 5, PP:1
- 1 PP (Scholarship Aid)
Gain Library Access -> A day of research grants you a +2 circumstance bonus on any one Knowledge skill check.
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Two - Semester 2
Fame: 6, PP: 1
-1 Prestige Point (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Two - Semester 3
Fame: 8, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Two - Semester 4
Fame: 9, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Three - Semester 1
Fame: 10, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Three - Semester 2
Fame: 11, PP: 1
-1 PP (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Three - Semester 3
Fame: 13, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Three - Semester 4
Fame: 14, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
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Student Life (7 years)
Year One - Semester 1
Fame: 15, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year One - Semester 2
Fame: 16, PP: 1
-1 PP (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Point
Year One - Semester 3
Fame: 18, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year One - Semester 4
Fame: 19, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Two - Semester 1
Fame: 20, PP: 1
Senior Student Status -> produce potions, scrolls, and wands at 10% discount; +2 Diplomacy against other students
-1 PP (Scholarship aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Two - Semester 2
Fame: 21, PP: 1
-1 PP (Scholarship aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Two - Semester 3
Fame: 23, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Two - Semester 4
Fame: 24, PP: 1
-1 PP (Scholarship aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Three - Semester 1
Fame: 25, PP: 1
-1 PP (Scholarship aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Three - Semester 2
Fame: 26, PP: 1
-1 PP (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Three - Semester 3
Fame: 28, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Three - Semester 4
Fame: 29, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Four - Semester 1
Fame: 30, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Four - Semester 2
Fame: 31, PP: 1
-1 PP (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Four - Semester 3
Fame: 33, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Four - Semester 4
Fame: 34, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 fame, +1 Prestige Point
Year Five - Semester 1
Fame: 35, PP: 1
Professor's Assistant -> You assist a professor of your choice in teaching her classes.
You are now specialized in Knowledge (arcana) and Spellcraft, and can recruit a student to
aid you in research when you use the academy library, which increases the circumstance bonus
you gain from library access to +4.
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Five - Semester 2
Fame: 36, PP: 1
-1 PP (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Five - Semester 3
Fame: 38, PP: 2
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Five - Semester 4
Fame: 39, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Six - Semester 1
Fame: 40, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Six - Semester 2
Fame: 41, PP: 1
Pay Tuition = 100 gp
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
-3 PP (Summoning Specialization - Aasimar Cleric 1 [Bestiary, p.7])
Year Six - Semester 3
Fame: 43, PP: 0
Pay Tuition = 100 gp
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Six - Semester 4
Fame: 44, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Seven - Semester 1
Fame: 45, PP: 1
-1 PP (Scholarship Aid)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Seven - Semester 2
Fame: 46, PP: 1
-1 PP (Scholarship Aid)
Breaching Festival Assistant = +2 Fame, +2 Prestige Points
Year Seven - Semester 3
Fame: 47, PP: 0
-1 PP (Scholarship Aid)
-1 PP (Spell Transcription)
Education Check - Knowledge (arcana) DC 16 = +1 Fame, +1 Prestige Point
Year Seven - Semester 4
Fame: 48, PP: 1
Pay Tuition = 100 gp
-1 PP (Spell Transcription)
Spend 135 gp on Scroll of Summon Monster II
Summon a Lemure = GRADUATION (FAME 50) <- Guide to Korvosa, p. 53
So, we start with 10 extra spells in our spellbook from the beginning. This gives us a lot more choices than your regular starting Wizard. Likewise, now that we can at least summon an Aasimar in combat we have another way of healing the party.
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Step 6. RETRAINING (Ultimate Campaign, pp. 188-191)
“Changes require retraining teachers. The initial change is what takes the most training. We're trying to get that done within the funding period of the grant.” - Ellen Taylor
1) Retrain your character from Expert NPC to Wizard class. This takes 3 days and costs 30 gp.
2) Your character has now reached adulthood, so choose your second character trait.
(**) Magic Crafter (Magic) [Ultimate Campaign, p.57]
NOTE: Choose this if your GM doesn't allow you to start with a researched spell.
(****) Magical Lineage (Magic) [Ultimate Campaign, p.57]
Note: If you're going the Spell Perfection route then choose this trait for a serious booster.
(**) Gifted Adept (Magic) [Ultimate Campaign, p.57]
Note: Only get it if you're going to be focusing on Spell Perfection or a spell whose progression goes beyond Level 20.
(**) Shrouded Casting (Magic) [Ultimate Campaign, p.58]
(***/**) Divine Deceiver (Regional-Razmiran) [Champions of Corruption, p.13]
Note: Good for temporary healing power houses.
(**) Soul Eater (Grimspawn-Tiefling) [Blood of Fiends, p.19]
Note: Can also be used with temporary healing power houses But not as good.
(**) Sun-blessed (Magic) [People of the Stars, p.5]
(****) Wayang Spellhunter (Regional-Minata) [Dragon Empires Primer, p.14]
(**) Secret of the Impossible Kingdom (Regional-Jalmaray) [Inner Sea Primer, p.9]
(**) Nidalese Shadowcaster (Regional-Nidal) [Inner Sea Primer p.15]
3) Remove class skill bonuses from those skills which are no longer class skills.
Note: If that involves Skill Retraining it takes 5 days, reassignment of # of skill points = INT bonus, at a cost of 30 gp.)
4) Retrain the Additional Traits feat and choose another feat. This takes 5 days and costs 30 gp.
At this point we don't need the two traits anymore because they served us well through initial character creation. We will now replace it with a feat that makes more sense for a Wizard.
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Step 7. TAKE A VARIANT MULTICLASS (Pathfinder Unchained)
“Oh, they're hopeless. A disgrace to the forces of evil.” - Maleficent
Choose your secondary class to be Sorcerer and pick the [u]Ghoul Bloodline[/u] if you intend to use these rules.
1) You gain Stealth as a class skill;
2) The following bonus spells: Ray of enfeeblement (3rd), feast of ashes (5th), vampiric touch (7th), fear (9th), hungry earth (11th), move earth (13th), control undead (15th), unholy aura (17th), and wail of the banshee (19th);
3) Your bloodline arcana allows you to heal 1 hp per spell level for each Necromancy spell you cast;
4) At level 3 you gain Ghoulish Claws. Not as good in the beginning because you want to avoid getting into melee, but they provide you another means to paralyze your opponents by Level 5, and by Level 7 they're considered to be magical in regards to overcome DR;
5) At level 7 you gain Leathery Skin and cold resistance 5 and +1 natural armor, which increases to Cold Resistance 10 and +2 nat. armor at Level 9, and an additional +2 to nat. armor at Level 15;
6) At Level 11 you have the choice between Eschew Materials, Weapon Finesse or Spell Focus (necromancy) as a bonus feat;
7) At level 15 you gain Ravenous Frenzy you gain Haste for up to 15 rounds and if you manage to hit a creature twice with your Ghoulish claws you also deal 1d4 bleed damage. Combine that with Woundweal and you'll have another devastating way to make them slowly bleed to death;
8) At level 19 you finally gain Earth Crawler and can not only burrow 30 feet, you also gain fast healing 10 if you dig 5 feet into the ground you can regain up to 190 hit points per day. Unless they can follow you, you can even use this as an in-combat heal/bug-out maneuver.
You could also fall back on the Nanite bloodline, but it's not as good a choice.
I) You gain Knowledge (engineering) as a class skill (which is handy for Sacred Geometry);
II) The following bonus spells: Disguise self (3rd), defensive shock (5th), gaseous form (7th), miasmatic form (9th), echolocation (11th), fluid form (13th), magnetic field (15th), iron body (17th), shapechange (19th);
III) Your bloodline arcana allows a spell duration increase by 50% of all Transmutation spells ONLY CAST ON YOURSELF (but it doesn't stack with Extend Spell or other metamagic feats);
IV) At level 3 you gain Nanite Strike, which gives you an injury poison attack (save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). It becomes magical at Level 5 to bypass DR and then also deals 1 CON damage, which increases to 1d2 STR and 1d2 CON at Level 7, requiring 2 saves to cure at Level 11. But you can only use it 3+CHA mod times per day;
V) At level 7 you gain Nanite surge which gives you a 1/day way to add a 3+ Sorcerer level bonus to ANY D20 roll (but you must activate it before rolling). You gain it 2/day at Level 17, but if you use it twice in a day you have a chance to suffer system shock, which you won't suffer at Level 20. Useful for skill checks, saves, ability checks, caster level checks, and Sacred Geometry calculations.
VI) At level 11 you have the choice between Eschew Materials, Eldritch Heritage, and a toss-up between Dodge or Skill Focus (Knowledge[eng.]). I'd suggest the Arcane bloodline or Serpentine bloodline at that point (depending on your archetype + familiar choices).
VII) At level 15 you gain Nanite resurgence, allowing you 1/day to gain a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a haste spell. In addition, you heal 4d8 points of damage + 1 point per caster level (maximum +25), even if you're mortally wounded. But it comes at the cost of 1d4 points of INT and WIS damage, as well as 1d4 CON damage once the effect ends (see Resurgent transformation);
VIII) At level 19 you have a 25% chance to negate a critical hit or sneak attack, making it cause regular damage.
Your other option is choosing Cleric as your secondary class.
(a) At Level 1 choose either Nethys, Urgathoa or Zon-Kuthon as your deity. Now you can convert your spells spontaneously to either cure or inflict spells (depending on your choice), as well as gaining the gains the cleric's aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments;
(b) At Level 3 choose a domain and gain it's 1st level power. Either choose Magic (Arcane sub-domain) [for Nethys], or Death (Undead sub-domain) [for Urgathoa and Zon-Kuthon];
(c) At level 7 you get to channel energy (cleric character level – 6) CHA mod. +1/day. You are now eligible for Turn Undead or Control Undead;
(d) At level 11, your channel energy improves to that of a cleric of character level – 4;
(e) At level 15 you now gain the second domain power of your chosen domain;
(f) At level 19, your channel energy improves to that of a cleric of character level -2.
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Step 8. Better Living through Race Builder (Advanced Race Guide)
"Gaz! Taste me! I'm delicious." - Dib, Invader Zim
When trying to build a Life-School Necromancer we're going to have to get a bit creative with our character. We will require a couple abilities that we are generally not going to get otherwise.
Disadvantage Total: -9 RP
Standard Racial Traits
Slow Speed (-1 RP): 20 ft. base speed, but not affected by Medium or Heavy armor
Mixed Weakness (-2 RP): Pick mental or physical ability scores; +2 and -2 to one category, +2 and -4 to the other.
Defense Racial Traits
Delicious (-1 RP): -2 penalty on Escape Artist and combat maneuver checks to escape grapple against creatures with Bite attacks.
Magical Racial Traits
Light Dependent (-2 RP): You take 1d4 points of Constitution damage each day you go without exposure to sunlight.
Other Racial Traits
Emotionless (-1 RP): You have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
Weakness Racial Traits
Negative Energy Affinity (-1 RP): You are healed by negative energy.
Shattered Soul (-1 RP): You are exceptionally difficult to return to life. If target of raise dead, resurrection, or similar spells the caster must succeed at a caster level equal to 10 + your Hit Dice. If spell fails, caster has to wait 24 hours to try again.
Advantage Total:
Spell-like Ability, Greater (+3 RP) -> Channel the Gift (3rd level) 1/day
Spell-like Ability, At Will (+4 RP) -> Heroic Fortune (2nd level) [Advanced Player's Guide]
Why do we want this? Quite easy, indeed. This will allow us to create a legal spellcasting loop that will tie in with your Healing Grace power.
Channel the Gift (Sp) → cast Repair Undead without expending slot → Heroic Fortune (Sp) → Spend Hero point to recall Channel Gift (Sp) → repeat
Channel the Gift (spell) → cast Repair Undead without expending slot → Sacred Geometry Heroic Fortune (spell) → Spend Hero point to recall Channel the Gift; Spend Hero point from Echo to recall Heroic Fortune → repeat
*Sacred Geometry = Echoing Spell + Yai Mimic Spell (or Still Spell)
Channel the Gift (spell) → cast Mnemonic Enhancer without expending a slot → retain Channel Gift
Congratulations, you never have to spend 8 hours resting or having to spend time studying your spells ever again. :P
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TACTICS
“No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.” - General George Patton
I. Use multiple spells from different sources that provide temporary hit points to buff yourself. The more layers of temp. HP you have, the longer you're going to live. Unfortunately we will have to rely on magic items, which also requires us to have Use Magic Device to make this work. Unfortunately the FAQ doesn't go far enough with stacking rules. Does it basically come down to 1 divine source, 1 special ability, and 1 arcane source? Or are we saying that each class is a different source?
All values are given at Maximum potential for easier calculations (some spells will vary):
Level 1 Soul Eater (1) + Sun-Blessed (1) + Divine Deceiver (6)
Levek 2 Soul Eater (1) + Sun-Blessed (2) + Divine Deceiver (6)
Level 3 Soul Eater (1) + Sun-Blessed (3) + Divine Deceiver (12) + False Life (13)
Level 4 Soul Eater (2) + Sun-Blessed (4) + Divine Deceiver (12) + False Life (14)
Level 5 Soul Eater (2) + Sun-Blessed (5) + Divine Deceiver (18) + False Life (15) + Vampiric Touch (12) + Vampiric Hunger (30)
Level 6 Soul Eater (3) + Sun-Blessed (6) + Divine Deceiver (18) + False Life (16) + Vampiric Touch (18) + Vampiric Hunger (36)
Level 7 Soul Eater (3) + Sun-Blessed (7) + Divine Deceiver (24) + False Life (17) + Vampiric Touch (18) + Vampiric Hunger (42) + Death Knell Aura (8)
Level 8 Soul Eater (4) + Sun-Blessed (8) + Divine Deceiver (24) + False Life (18) + Vampiric Touch (24) + Vampiric Hunger (48) + Death Knell Aura (8)
Level 9 Soul Eater (4) + Sun-Blessed (9) + Divine Deceiver (30) + False Life (19) + Vampiric Touch (24) + Vampiric Hunger (54) + Death Knell Aura (8) + Feast on Fear (45)
Level 10 Soul Eater (5) + Sun-Blessed (10)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (30) + Vampiric Hunger (60) + Death Knell Aura (8) + Feast on Fear (50)
Level 11 Soul Eater (5) + Sun-Blessed (11)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (30) + Vampiric Hunger (66) + Death Knell Aura (8) + Feast on Fear (55)
Level 12 Soul Eater (6) + Sun-Blessed (12)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (36) + Vampiric Hunger (72) + Death Knell Aura (8) + Feast on Fear (60) + Lash of the Astradaemon (10)
Level 13 Soul Eater (6) + Sun-Blessed (13)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (36) + Vampiric Hunger (78) + Death Knell Aura (8) + Feast on Fear (65) + Lash of the Astradaemon (10)
Level 14 Soul Eater (7) + Sun-Blessed (14)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (42) + Vampiric Hunger (84) + Death Knell Aura (8) + Feast on Fear (70) + Lash of the Astradaemon (10)
Level 15 Soul Eater (7) + Sun-Blessed (15)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (42) + Vampiric Hunger (90) + Death Knell Aura (8) + Feast on Fear (75) + Lash of the Astradaemon (10)
Level 16 Soul Eater (8) + Sun-Blessed (16)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (48) + Vampiric Hunger (96) + Death Knell Aura (8) + Feast on Fear (80) + Lash of the Astradaemon (10)
Level 17 Soul Eater (8) + Sun-Blessed (17)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (48) + Vampiric Hunger (102)+ Death Knell Aura (8) + Feast on Fear (85) + Lash of the Astradaemon (10)
Level 18 Soul Eater (9) + Sun-Blessed (18)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (54) + Vampiric Hunger (108)+ Death Knell Aura (8) + Feast on Fear (90) + Lash of the Astradaemon (10)
Level 19 Soul Eater (9) + Sun-Blessed (19)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (54) + Vampiric Hunger (114)+ Death Knell Aura (8) + Feast on Fear (95) + Lash of the Astradaemon (10)
Level 20 Soul Eater (10)+ Sun-Blessed (20)+ Divine Deceiver (30) + False Life (20) + Vampiric Touch (60) + Vampiric Hunger (120)+ Death Knell Aura (8) + Feast on Fear (100)+ Lash of the Astradaemon (10)
FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r43Temporary Hit Points: Do temporary hit point from the same source stack?
No. Generally, effects do not stack if they are from the same source (Core Rulebook page 208, Combining Magical Effects). Although temporary hit points are not a "bonus," the principle still applies.
This prevents a creature with energy drain (which grants the creature 5 temporary hit points when used) from draining an entire village of
100 people in order to gain 500 temporary hit points before the PCs arrive to fight it.Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.
Originally Posted by 3.5 FAQ
Do temporary hit points from two applications of the same effect stack? What about from different effects? If I have temporary hit points from multiple sources, how should I apply damage?Temporary hit points from two applications of the same effect don’t stack; instead, the highest number of temporary hit
points applies in place of all others. Temporary hit points from different sources stack, but you must keep track of them
separately.For example, imagine a character who gained 15 temporary hit points from an aid spell. After taking 8 points of damage, she has 7 temporary hit points left from the spell. If another aid spell were cast on the same character granting 12 temporary hit points, this total would replace the other spell’s total, meaning the character would now have 12 temporary hit points (rather than 19). If the character then cast false life on herself, she would add the full benefit of that spell to the temporary hit points from the aid spell.
This also applies to temporary hit points gained from energy drain and similar special abilities. Each successful attack counts as one application of the effect (meaning that an attack that bestows 2 or more negative levels still counts as only one application of the effect). For example, a wight gains 5 temporary hit points each time it bestows a negative level with its slam attack. If it bestows another negative level while it has 2 temporary hit points remaining from the first attack, the new temporary hit points would replace the old ones.
Temporary hit points are “first-in, first-out.” Damage should be taken off the oldest temporary-hit-point-granting effect first; when that effect is exhausted, apply damage to the next oldest effect. For this reason, you must track each supply of temporary hit points separately.
II. Start with Sands of Time, then Ray of Enfeeblement, hit them with Exhaustion and watch Mr. Melee fall unconscious.
III. If you can't cast Black Tentacles on your targets directly, put it behind them and then cast Fear in order to make your enemies run into it.
IV. After you've thoroughly entangled and/or paralyzed your target cast Summon Monster III and send a swarm of stirges against your hapless opponent. If you're lucky you get 5 stirges which each can attach themselves without drawing an attack of opportunity. Since each sucks 4 CON out of your target this is a very easy way to take out a heavy-hitter. Still useable with Summon Monster I and Summon Monster II, but more for horribly gimping your opponent before you sick your Wights, or other drainer undead on him.
V. Obscuring Mist does not confuse or blind creatures with tremorsense (Emerald Spire Superdungeon, p.31). Consequently, there are ways you can give yourself an advantage when using this spell. 1) Buy/Create yourself some Boots of Tremorsense (Magical Item Compendium p. 79, 5000 GP), which work 3/day for 5 rounds, or a Goz Mask (Inner Sea World Guide), which costs 8k but allows you to see through the mist; 2) Use Monstrous Physique IV to gain tremorsense; 3) Use the Echolocation spell (Ultimate Magic) to give yourself blind sight of 40 ft.
VI. The easiest way to have a Necrocraft undead minion (see Bestiary 4) is to start off with 5 Beheaded then apply the Frostfallen Creature template (see The Hungry Storm) as you create an Isitoq with Animate Dead in conjunction with Make Whole from the 5 Beheaded undead you control. Now it can add on to itself as the campaign progresses. You can still turn the Isitoq into your familiar if you choose, but since we'll actually have a familiar from the beginning just keep this thing as a pet, or one of many pets.
VII. For Urgathoa followers or just plain because: Use an Anchoring Throwing Dagger and cast Blightburn Weapon (see Kobolds of Golarion) on it. Now you have your target pinned in place and it needs to either destroy the dagger or make a STR 30 check as a full-round action just to move 10 feet. When you cast the spell on it the target now takes 2d6 fire damage each round, and the weapon emanates an aura of radiation with a 10-foot radius. Blightburn Sickness is nasty! The save DC for the disease is the spell's save DC. The onset and save may only be 1/day BUT it causes 1d6 Con damage and 1d6 Cha damage. It spreads like wildfire, because anybody comes automatically in contact with Blightburn just by coming within a 60-foot radius of the affected creature, at which point it can only be blocked by lead sheeting, 1 foot of stone, or a force effect. At that point they have to make a save of DC 22 or contract it as well. This is a pretty obnoxious disease!
VIII. If you want free undead as a Wizard, you can use the False Focus feat and a holy symbol tattoo to ignore any spell components of 100gp or less, meaning that undead of 4 HD or fewer are free. It's like Eschew Materials on steroids. It takes a feat and can't hope to match the savings of Blood Money, but you don't take STR damage and it applies nicely to all sorts of other spells as well (e.g. Arcane Lock, Continual Flame, Communal Stoneskin on just one target).
IX. Feeblemind + Ray of Stupidity
You may have to use Eldritch Researcher for that, but – wow – that is a deliciously evil way to take somebody out of the fight. Ray of Stupidity is quite useful to use on animals by itself, because their INT will be low enough to comatose them.
X. Waves of fatigue + Ray of Exhaustion. Waves doesn't grant a save. Ray makes them exhausted if already fatigued even if they pass the save.
XI. Touch of Idiocy + Maze. Find your way out now, dummy!
XII. I've always liked sirocco + tar pool = Fatigued, Exhausted, burned three times over, and completely stuck in muck that gives you additional penalties for being prone. Some great synergy there.
XIII. 2 Summon monsters I's for Stirge + Centipede (or anything with poison). Lower the Fort save, then poison. It's a one-two punch of death.
XIV. Cast Vampiric Shadowshield on yourself and have your familiar with fast healing/regeneration hit you for 1 hp or 1 nonlethal damage (if penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage). If your familiar has the Measured Response (Inner Sea Gods) combat feat then make sure it attacks with a d4 attack. Otherwise, have one of your undead minions do that on you - that way you both get healed at the same time.
XV. Cast Invisibility and use Summon Monster to attack for you, while safely being able to heal your party. You can also use your familiar to deliver touch spells for you, but your critter may give away your position. Either way these indirect attacks won't compromise the Invisibility spell. For extra added flair make sure that you summon Undead creatures to really freak out your enemies. I managed to beat a CR 8 encounter doing this, while raising the fallen enemies as undead backup when they were occupied. "The dead are rising from their graves!"
XVI. A former wight's treasure can become accursed. Such treasure causes a character to gain a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). However, a wight's treasure does not confer negative levels while in the area of a hallow spell. Items that provide that effect are: Lord's Banner (Crusades) [Price 100,000 gp].
They also disappear as soon as the stolen treasure is either destroyed, stolen, freely given away, or returned to the wight's lair. Consequently, the negative level is transferred from you to the new owner of the item if you don't have a Hallow spell affecting you. Since a creature whose negative levels equal its Hit Dice perishes and rises as a wight, be sure to give it to low-level characters to give yourself a small troop that can then create wights of its own. Then either destroy the treasure or put it under a constant Hallow spell (Undead Revisited, p.61).
XVI. Shadows don't just come as STR drainers, but also for the other attributes. Create those rare variants and have the right debuffer for the right creature (Undead Revisited, p.49).
XVII. Use Contingency and Create Undead
If you end up biting the dust use this strategy to come back for payback. At level 11 you can come back as a Juju Zombie or Skeletal Champion, or a Mummy at Level 15 through 17. Combine it with Wish (after casting Blood Money and quaffing Potions of Restoration of course) and you can come back as a Ghost, Revenant or Vampire at Level 17+. All these creatures keep their class levels when reanimating, so the look on your GM's face will be priceless.
XVIII. Bury the dead near a source of caphorite. There's a chance for them to rise as zombies without you having to expend any gems of your own.
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MAGIC ITEMS
“You can't use a lightsaber! It... it's not even the right system! I see no lightsaber. That would be a copyright infringement. I see a psionic spirit blade.” - Lodge talking to Cass, The Gamers: Dorkness Rising
Get a spell-storing haramaki, then put a vampiric touch in it. It really ups your survivability. The designers have said that rather than a swift action it should be an immediate action, which makes way more sense for usability.
Staff of the Master
Being a +1/+1 quarterstaff is nothing special. Ray of Enfeeblement was nerfed from 3rd edition; Spectral Hand is a good utility spell to use your touch spells; and Vampiric Touch is good for survivability. However, its secondary ability makes this staff truly shine. Consuming a number of charges equal to the metamagic feat used, the staff can apply any metamagic feat you have to any spell you cast - without increasing the casting time. But only one feat at a time.
Vril Staff (Occult Adventures, p.255)
Cost: 200,000 gp (100,000 gp to create)
Mage Hand, Telekinesis and Repulsion are good utility spells. Cure Light Wounds and Cure Moderate Wounds are good for healing. What really makes this an arcane healing staff is its ability to release a ray of Vril energy. By sacrificing 1 charge and an unused spell slot of 1st level or higher, the wielder can heal (or deal damage) as a ranged touch attack (30 ft.) 1d6 / level of spell sacrificed + 1 point per caster level. The staff can be recharged normally. Unfortunately, as written, you have to attempt a Use Magic Device check to use any ability.
Jars, Spirit (Pathfinder #27)
Cost: 26,250 gp (13,125 gp to create)
Spirit jars serve as focus items for the spell Magic Jar. Souls can be potentially trapped within these jars forever. Warning: If Magic Jar expires while your character is within a Spirit jar, the soul and those in the other jars are trapped until somebody pops the jar open to release your character's soul. You can also cast Magic Jar on a soul-occupied Spirit Jar, allowing that spirit to swap bodies as if it were the target of the spell. At the end of the Magic Jar spell, the spirit returns to the Spirit Jar if it's within range (otherwise it perishes).
Azlant Pendant (Gods and Magic, p.54)
Cost: 3,100 gp (1,550 gp to create)
+5 competence bonus on one Knowledge skill; If worshipping Aroden, 1/day add +10 insight bonus on any Knowledge skill check. Meet the following prerequisites: Craft Wondrous Item, moment of prescience, 5 ranks in the appropriate Knowledge skill and spend 500 gp + 1 day's work to retune it to another patron or remove the patron requirement entirely.
Boots of the Earth (Inner Sea Gods, p.261)
Cost: 5,000 gp (2,500 gp to create)
Gain fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts as a move action. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Verdict: Have your party pool money at the low levels and have a cheap way to recover HP between battles - just switch boots between members. Also rather useful for yourself when used with your abilities. However, you have to be standing on earth for these to work and you have to stand still for you to get the healing. But it's cheap out-of-combat healing.
Cracked Pearly White Spindle Ioun Stone
Cost: 3,400 gp (1,700 gp to create)
Regenerate 1 hit point of damage per hour.
Verdict: Not the fastest way to get back your hit points, but it's regeneration which means you still stay alive as long as the stone isn't removed.
Deathlurker's Cloak (Gods and Magic, p.56)
Cost: 2,700 gp (1,350 gp to create)
1/day use Doom. If worshipping Groetus use False Life 1/day. Coup de grace creature with as many or more Hit Dice than you while False Life is active and increase temporary hit points by 1 point/Hit Die of creature slain. Meet the following prerequisites: Craft Wondrous Item, death knell, doom, false life and spend 500 gp + 1 day's work to retune it to another patron or remove the patron requirement entirely.
Fortifying Leeches (Pathfinder #63: The Asylum Stone pg. 58)
Cost: 6,000 gp (3,000 gp to create)
These leeches provide a bloatmage with a +2 enhancement bonus to Constitution, but also a –4 penalty on Diplomacy checks against most civilized races who find this rather grotesque. You also regain 2 bonus points to your blood pool while they are attached. Though the leeches only live for 8 hours before they die (they also die if you take more than 20 points of damage from any area-effect), the jar does automatically refill with a new batch of fortifying leeches after 24 hours. Thus you'll never run out of them for long. So, if you get 3 jars you'll be set for each day.
Holy Mask of the Living God (Gods and Magic, p.57)
Cost: 2,100 gp (1,050 to create)
If worshipping Razmir gain +2 competence bonus on Heal and Intimidate checks; cause fear and cure light wounds 1/day. Meet the following prerequisites: Craft Wondrous Item, cause fear, shadow conjuration, 5 ranks in Heal and Intimidate and spend 500 gp + 1 day's work to retune it to another patron or remove the patron requirement entirely.
Metamagic Rod, Ectoplasmic [Lesser] (Advanced Player's Guide)
Ectoplasmic spells have full effect against incorporeal or ethereal creatures. Since incorporeal creatures have no STR score an Ectoplasmic web spell will totally screw them over.
Pallid Crystal (Gods and Magic, p.59)
Cost: 3,300 gp (1,650 gp to create)
Death knell 1/day; can eat spoiled food and liquid. If you have Profession (cook) you can give food salt, sugar, cinnamon, ginger, or pepper flavor (fear's breath, nightfog, bloodroot, thileu bark, or hatefinger for Undead respectively). All cure and inflict spells heal you but you must worship Urgathoa. Meet the following requirements: Craft Wondrous Item, cure light wounds, death knell, inflict light wounds, purify food and drink and spend 500 gp +1 day's work to retune it to another patron or remove the patron requirement entirely.
Sacrificial Dagger of the Blood Mother (God and Magic, p.59)
Cost: 2,700 gp (1,350 gp to create)
1/day Detect Animals or plants. If worshipping Fandara, 1/day Death Knell if blood of victim is offered to deity (you can do this even if your alignment is good). Meet the following prerequisites: Craft Wondrous Item, death knell, detect animals or plants and spend 500 gp +1 day's work to retune it to another patron or remove the patron requirement entirely.
Ring of the Cacodaemon (Book of the Damned, Vol. 3, p.41)
Cost: 15,000 gp (7,500 gp to create)
Place a soul gem into this ring and gain 1/day speak with dead to interrogate the soul in the gem. The soul answers telepathically. Also, 1/day Fear spell (DC 16) by projecting the soul’s last tormented moments before it was consumed and bound.
Shawl of Life-Keeping (Advanced Race Guide, p.178)
Cost: 1,000 gp (500 gp to create)
1/day transfer up to 10 hp into the shawl for 24 hours. If your character drops -1 hp the shawl immediately releases all hp stored inside it. The shawl creates a connection to the creature whose life energy is stored inside it, which results in the creature taking a -2 penalty on Fortitude and Reflex saving throws against all effects from whomever is currently bearing the shawl. If you can coerce or otherwise manipulate a creature into speaking the shawl's command word, you can not only suck the hp out of other creatures to heal yourself later, but also effectively make them less resilient to your spells.
Shrunken Head (Occult Adventures, p.262)
Cost: 90,000 gp (45,000 gp to create)
Can be used as additional focus component for fear-based spells, increasing save DCs by 1. When held in one hand or occupying the neck slot, 1/day as immediate action, the head can absorb a mind-affecting spell up to Level 5. After absorption you can unleash an Enervation effect (1 neg. level per spell level absorbed) within 1 round per level of the spell absorbed.
Talisman of Soul Eating (Book of the Damned, Vol. 3, p.41)
Cost: 5,400 gp (2,700 gp to create)
1/day, as full-round action, the talisman creates a soul gem from the life essence of a dying or recently dead creature. You can ingest the soul gem to gain Fast Healing 2 for a number of rounds equal to the eater's Hit Dice as if you were an evil Outsider. Just FYI, draining the soul with the necklace or consuming a soul gem is an evil act.
Silver Spindle Ioun Stone (Pathfinder Society Primer, p.22)
Cost: 24,000 gp (12,000 gp to create)
Use a 1st-level spell from the cleric, druid or sorcerer/wizard list as a spell-like ability 3 times per day, as long as you have CHA 11+. A useful way to get a hold of spells that you otherwise couldn't cast.
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Infernal Contracts
"What're you doing? Giving you your reward - your eternal reward!" - Aladdin (1992), Jafar
If you want the brokenness right from the get-go then use an infernal contract. You're attending the Acadamae for crying out loud. You're bound to run into an imp or other devil that will be willing to give it to you.
Entering into an infernal contract is an unforgivably evil act, which will switch your alignment to Lawful Evil. If you do you are prevented from the spell Resurrection, but the ability to attain powers long before obtaining the higher levels are certain. Unfortunately, there aren't really any specific rules anymore, leaving much up to your GM to decide. Here are some things that you can get:
General Boons (any devil) [Book of the Damned I, pp.38-39]:
1 Wish spell as in the Core Book , or
permanent change of creature type (outsider, undead, etc.), or
application of template, or
At will Spell-like ability (2nd level or lower), or
Spell-like ability (3rd level or lower) 1/day, or
Natural armor bonus increase (up to +4), or
+2 profane bonus to all Intelligence-based skills, or
1 feat.
{Further possibilities left to the GM}
Imp:
Servitude as familiar (Book of the Damned I, pp.38)
Helps broker contracts with more powerful devils (Hell Unleashed, p.12)
Barbazu:
Specified time period of service (Book of the Damned I, p.38)
Erinyes:
Specified time period of service (Book of the Damned I, p.38)
Osyluth:
Infernal or arcane wisdom [i.e. transcribed spell, +2 circumstance item/s to Knowledge/s or Spellcraft, a book of the Damned, etc.] (Book of the Damned I, p.38)
Hamatula:
Money and treasures from the Vaults of Hell (mundane/alchemical/magic items, maybe a Minor Artifact) (Book of the Damned I, p.38)
Phistophilus:
Each contract devil specializes in a different type of infernal contract. Some phistophiluses sell lesser devils into mortal slavery. Other contract devils specialize in granting evil wishes to mortals. Those who sign such contracts receive three wishes, per the spell wish, all of which must be used within 24 hours of signing the contract. While a mortal can set the intentions of the wishes, it's up to the contract devil to twist imprecisely worded requests (Hell Unleashed, p.29).
Pit Fiend:
1 Wish, or
granting of infernal powers, or
blessing of long life
When we look at the general boons that can be provided the question immediately arises just how can they pull that one off without repercussions? The Greater Effects rule of the Wish spell by itself would cause a lot of backlash. The answer simply goes back to the fact that Asmodeus is the God of Contracts, and, as the other half of the First, actually has powers of creation at his behest. Therefore he can impose his own concept of order on reality through his contracts. The only other two forms of devils whose Wish spells seem to be bound to contracts are the Pit Fiends and the Phistophilus, which means they also must go through Asmodeus in one way or another. So, common sense tells us that we have to get ahold of an Asmodean Monograph and study the one thousand pages of the Archfiend's doctrines and as many supplemental texts as possible. Basically, you're effectively replicating American jurisprudence with all of its legal legerdemain that makes attorneys so despised. :P
Asmodeus is willing to deal with any god or entity as long as he believes that being will uphold its end of the bargain (Mother of Flies, p.67), which means that he could provide spell-like abilities of spells that are tied to specific deities. The other way he could get around it is through the use of the spell Spellcasting Contract, because there can always be some schmuck from another deity who made a bargain with Asmodeus (it would require a Cleric of Asmodeus as an intermediary, or somebody with a really high Use Magic Device skill, but it is doable). Also, religious scholars speculate that paladins of Asmodeus are actually granted powers by another deity (typically Iomedae or Sarenrae) through some complex arrangement with the Prince of Darkness (Mother of Flies, p.66), which means the same could apply for Wizards if the contract was carefully worded.
The problem comes down to the fact that these contracts come with a heavy price - your character's soul. The simplest method of breaking a diabolical agreement is to destroy both copies of the contract – one is kept by the mortal upon signing, whereas the other is kept with the devil. If the damned mortal is somehow able to get his hands on the devil's copy, he can free himself from the contract (Hell Unleashed, p.29) Okay, but we have no source that says that you get to keep the bargains you have struck when you manage to break the contract.
The idea is to weasel your way out of it through technicalities. For instance, mortals who consider themselves unfairly condemned to Baator might protest the terms of their contracts only after death. At that point, they must be knowledgeable enough to demand adjudication by making a successful DC 20 Knowledge (the planes) or Knowledge (religion) check to reveal this essential fact. Only the following two defenses against condemnation are considered valid: 1) The mortal was coerced or magically compelled into signing an infernal contract; 2) the devil offering a contract did not provide the promised benefits (Fiendish Codex II, p.25). The only other way is to find another mortal to take the signee's place in Hell. In this case, the original signor retains all the boons granted, while the substitute pays the entirety of the price. However, contract devils only allow such substitutions if the replacement soul is more valuable, or in exchange for a service that is more valuable than the difference is worth between the souls. In general, devils value the souls of righteous, pious, and innocent over those of the corrupt. (Hell Unleashed, p. 29).
Okay, so that gives us some wriggle room. The quickest way to accomplish that is either being charmed or dominated into signing an infernal contract. The other way would be to offer a higher level NPC a Wish spell to take your place in the contract, while telling him what he needs to do to get out of it himself.
Now we have to figure out the correct wording to obtain the most out of a single wish contract.
“I wish to perpetually own an uncursed Ring of Three Wishes, with legal interest vested in me, bereft of any form of legal claim of burglary, conversion, embezzlement, larceny, robbery, or theft, until such time that I bestow its ownership rights on another, with all three gemstones unused, fetched by you from the Vaults of Hell, to be delivered immediately without delay, in order to be placed in my hands without any malice, harm, or fear of retaliation."
That's pretty air-tight, but if the devil says that they don't have one in Vaults of Hell, and that contract can't be fulfilled then say:
“I wish for a Devil artificer to go to the Astral Plane with the necessary prerequisites in hand, where he will craft an uncursed Ring of Three Wishes, with legal interest vested in me, bereft of any form of legal claim of burglary, conversion, embezzlement, larceny, robbery, or theft, or any form of equitable interest such devil may claim, to be owned perpetually by me until such time that I bestow its ownership rights on another, with all three gemstones unused, fetched by the same Devil to be delivered immediately without delay, in order to be placed in my hands without any malice, harm or fear of retaliation."
Okay, so now we have a Ring of Three Wishes. Go ape-s!%~!
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Step 9. FAMILIAR OR BONDED OBJECT?
“Use my knowledge, I beg you.” - Emperor Palpatine, Revenge of the Sith
Ultimately, the choice comes down to "Are you after impromptu versatility or action economy?"
The familiar can serve multiple roles depending on the creature and archetype/s you choose:
* Wand & scroll user
* Shock & Awe (alchemical item bomber)
* Caltrop Caster
* Walking encyclopedia
* Helpful Helper (Aid Another and Craft assistant)
* Touch Spell Deliverer
* Flanking Buddy
* Scout/Errand boy
* Commune oracle
Bonded Object:
The bonded object will give you an open spell that can be filled immediately when required. You begin play with one at no cost. Once per day you can cast any one spell that you have in your spellbook and are capable of casting, even if it's not prepared. However, this spell cannot be modified by metamagic feats or other abilities, and you can't cast spells from your opposition schools. Also, you can add additional magic abilities to this bonded object as if you have the required Item Creation Feats and if you meet the level prerequisites of the feat at half cost. The object can be an amulet, ring, staff, wand, or weapon.
Using a ring is best because it's very hard to remove and disarm, though you won't be able to improve it until Level 7. The Amulet isn't the most optimal option, but you can meet the requirements for Craft Wondrous Item in two levels. But if you can combine it with the feat False Focus then you can have it act as the holy symbol. A weapon is not a good choice despite the urge to go for the Necromancer's Athame. You won't be upgrading it until Level 5, and you won't be getting the athame for a while after that. Decent weapon enhancements are expensive. Spell Storing is a 2,000 gp investment, but stuff like Dueling will cost you 14,000 gp to get some usefulness out of it. If you do decide to create an athame you can spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell of the same level or lower than the prepared spell. It's an incredibly powerful item and at 20,000 GP (10,000 GP to craft) it's wholly worth it. The important thing to note is you can spontaneously apply metamagic to these spells now, which gives you a sorcerer's flexibility within your school, especially once rings of wizardry become available.
In addition, an object doesn't need to be fed like a familiar. :P
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What familiar archetype to choose?
(*****) Pact Wizard + Sage or Valet
The perfect little package of awesome. Power in the early levels and steady advancement of abilities as time progresses.
(****) Spirit Binder + Sage
This would make the perfect adviser in your ear. Can be very versatile depending on your choices.
(****) Bodyguard + Figment
If you combine the Figment with the Bodyguard archetype, AND the familiar has fast healing or regeneration, you can now divert damage to your familiar. It can now act as a healing battery for your abilities, and can't die!
(****) Valet (Animal Archive, p. 21)
Verdict: For crafting Necromancers this is a great familiar, especially in the early levels when you focus on Craft Scroll. When you reach Level 3, the familiar can move quickly between party members that you need to heal with your spells. Do not underestimate Aid Another whether in-combat or out of combat, a +2 on a check or that extra +2 on attack or AC can spell the difference between victory or death. This familiar will endear itself to you in all respects. Of course, if you do PFS this familiar won't actually help you.
(***) Spirit Binder (Familiar Folio, p.9)
Verdict: It has an interesting use to say the least. To (ab)use this feature you have your departed loved one be a cleric of Urgathoa or Zon-Kuthon. You then have the familiar take the Believer's Boon feat (Advanced Class Guide, p.142), and attune it to the Death domain (Undead subdomain), at which point your familiar can now use Death’s Kiss 3/day. Anyone your familiar touches is treated as an undead for the purposes of effects that heal or cause damage based on positive and negative energy. So now you can heal them using negative energy-based spells or inflict spells. The downside is that you lose the utility of the Scribe Scroll feat as well as the metamagic or crafting feats you would've gained instead. Granted if you do PFS then you don't get Scribe Scroll so it's no loss in that regard since you will be replacing it with Spell Focus.
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(**** evil/*** all others) Pact Wizard (Familiar Folio, p. 8)
Verdict: By itself this archetype is nothing special, which is why you should put it with another archetype that is not School familiar. As a Necromancer your main focus isn't summoning so forget the bonus feat. There are two main reasons where this can come in handy.
1) You will gain an Improved Familiar later but it has to be an outsider. Depending on what you're after this will allow you access to an Harbinger Archon (LG), a Silvanshee (NG), a Lyrakien Azata (CG), an Inevitable Arbiter (LN), a Kyton Augur (LE) or Imp (LE), a Cacodeamon (NE) or Spirit Oni (NE), a Quasit (CE), or an Elemental (N) or Mephit (N) [see explanations below]. However, since we attend the Acadamae this particular archetype has an extra added benefit...
2) This archetype provides you easy access to an Infernal Contract without having to spend 500 gp extra starting cash to gain an Imp Minion, and this is what flat-out gives this 4 Stars if you decide to go the evil route, or a very dangerous, convoluted route to power. Just keep in mind that worshippers of Asmodeus, other Archfiends, or followers of Diabolism, have little bargaining power with devilkind (Book of the Damned I, p.38). If your GM is really lax this could even go up to 5 Stars when it comes to the perks of that Contract in exchange for your character's soul.
(**) Sage (Familiar Folio, p.11)
Verdict: Your familiar becomes a walking encyclopedia, just as you are supposed to be. As a Wizard school familiar this thing has potential to help you through the Education checks. In combat the aid another on your Knowledge skills can be helpful to tell you what a creatures abilities are so you know its strengths and weaknesses. Out of combat it can also aid another to help you with those really high DCs for story purposes or flat-out tell you what you don't know if you can't manage to make the DC. Granted, you better pick a familiar that can either speak or has the manual dexterity to write. It's a decent utility build, but, really, not my first choice.
(*** Samsarans, ** all others) Familiar Adept (Familiar Folio, p.14)
Verdict: Well, lets take a look at this. First, the Share Essence ability becomes available, thus turning the familiar into another battery for your use. The problem is that at the early levels it really doesn't have much HP to give. Also, it will only turn into temporary hit points, and you don't have enough spells to heal your familiar. That doesn't really help us. Secondly, it can spam Disrupt Undead, Touch of Fatigue, or Sotto Voce. If you are in an undead-heavy campaign Disrupt Undead can certainly be useful in the early levels and then occasionally afterwards. Touch of Fatigue by itself is a simple de-buff but it doesn't shine unless you can use a high-caster level Ray of Enfeeblement to actually get that STR score to 0 (yes, those two spells stack) but it will take continued effort on your part to keep those Fortitude saves gimped. Sotto Voce makes the target shaken, but only for creatures of up to 4 HD. So, that basically gives us a situational choice that favors Touch of Fatigue. Thirdly, you technically gimped yourself.
If you only rely on Necromancy spells for attacks and stuff like Vampiric Touch, then it certainly won't phase you in the least. But if you want to get more creative then you might want to reconsider. Yes, you get more out of your familiar and it's certainly nice to have an Aid Another action make your melee attacks affect Incorporeal creatures (no need for Ghost Touch now), and that your familiar can bestow negative levels on those it attacks. On the upside, you can also choose to have a Healing patron, which give us the following spells: 2nd — remove fear, 4th — lesser restoration, 6th — remove disease, 8th — restoration, 10th — cleanse, 12th — pillar of life, 14th — greater restoration, 16th—mass cure critical wounds, 18th — true resurrection. If you combine that with the Mystic Past Life trait of the Samsarans this archetype won't hurt as much. Granted if you do PFS then you don't get Scribe Scroll so it's no loss in that regard since you will be replacing it with Spell Focus. Overall, however, the fact that you can't mix archetypes makes this a rather mediocre choice.
(*) Figment (Familiar Folio, p. 10)
Verdict: Let's say that the potentials for this choice are less than gratifying. Sure, you don't have to spend a feat to apply eidolon evolutions to your familiar, but we like our familiar to be able to deliver touch spells for most of our Necromantic spells. If you're knocked out, whether physically or by Sleep or Color Spray, it goes poof until the next morning. Even if you focus your familiar's evolutions on healing abilities you still will be S.O.L. for 2 levels, and if you go night-night the healing goes bye-bye. It can't even serve as a scout without the expenditure of another feat. The fact that it's not real and therefore can't die is still not enough to make the cut. By itself - PASS!
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FAMILIARS
“This is my owl. There are many like it but this one is mine.” - Night Elf Sentinel, Warcraft III
Regular Familiars:
(****) Dinosaur, compsognathus (Bestiary 2, p. 90)
+4 bonus on Initiative checks; 8 STR and 40' speed makes it good for dropping bombs; touch attacks if you're careful; also has scent ability.
(****) Greensting Scorpion: +4 Init., 18 AC, 30' movement, stealthy and darkvision; +4 racial modifiers to stealth and perception; poison is okay as a surprise attack on an unsuspecting opponent, because it scales by HD (as the DC is 10+1/2 the creatures racial HD + the creatures Con mod), thus giving you a DC 20 at Level 20. If you are able to take the Poison Healer feat from D&D 3.5 (in exchange for selling your soul) watch the GM throw a book at you for out-of-combat healing.
NOTE: Used to be +2 Init, but was corrected through errata.
(***) Rhamphorhynchus (Souls for Smuggler’s Shiv)
+2 Init.; same strength as Hawk or Owl in that it can fly; jack-of-all-trades.
It can charge to deliver touch spells without provoking AoOs with its Sudden Swoop.
(***) Raven: Can speak at first level which means you can have it use wands, depending on archetype you can use its Knowledge abilities. Can also deliver messages, and act as a decent scout.
(**) Hawk/Owl: STR 6, 60' movement speed, can act as a bomber;
IMPROVED FAMILIARS
“I'm not an owl! - Hermione Granger, Harry Potter and the Goblet of Fire
(****) Imp (Improved Familiar) - Level 7 (LE)
Wow. This is a powerhouse for combat familiars. Great skills, fast healing, immunities/resistances,
damage reduction and alternate form which is polymorph at will. Also dodge and weapon finesse. The poison scales from DC 15 to DC 22. Physical ability scores don't matter much since you will be polymorphing. Has several spells including invisibility at will. Also suggestion 1/day and commune 1/week. On top of all that it has a perfect fly speed and it speaks, so it can use wands.
(***) Pseudodragon (Improved Familiar) - Level 7 (NG)
Nice hide check, but it isn't much. Has blindsense, SR and telepathy. Blindsense and the alternate visions help deliver touch spells. The Pseudodragon's sleep attack scales with your level, so the sleep poison will naturally have a DC 23 by the time you reach Level 20. You can pump it up to DC 26 if you spend 36,000 gp on a Belt of Mighty Constitution +6 but there are better ways to spend your money. Even nicer to pull off Touch spells with Evolved Familiar (Reach). Unfortunately, you have to spend a feat slot for Improved Familiar.
(***) Silvanshee (Improved Familiar) - Level 7 (NG)
Stabilize at will while being the 2nd fastest familiar. Truespeech and speak with animals: best translator around. Flight as supernatural ability means you can polymorph him and it will still fly. Also has pounce. Silvanshee had HD-scaling Lay on Hands, but it was apparently changed so that the lay on hands power is set permanently at 2nd level....That's a shame.
(***) Cacodaemon (Bestiary 2, p.64)
AC 16; fly 50 ft. (perfect); fast healing 2; decent Stealth skill; constant detect good and detect magic as SLA; at will Invisibility; 3/day lesser confusion (DC 12); 1/week commune; speaks Abyssal, Common and Infernal, but can also use Telepathy (100 ft.). Can also shape-shift into two of four forms: lizard, octopus, small scorpion, or venomous snake. It's bite causes Cacodaemonia (Fort DC 12; 1/day; 1d2 Wis dmg.; cure = 2 consecutive saves) which allows it to speak telepathically to the victim from any distance, as long as the infection continues.
Verdict: It's disease scales from DC 14 to DC 21, whereas its Soul Lock scales from DC 14 to DC 21. A cacodaemon's unique selling point is its Soul Lock ability, which allows it to consume the spirit of a fallen sentient creature 1/day and cough up a soul gem. This soul gem, when swallowed by another Outsider (or if you take the Souldrinker PRC), bestows fast healing 2 for a # of rounds equal to that Outsider's Hit Dice, but condemns the spirit inside the gem to Abaddon, a layer of the Abyss, or one of the Nine Hells.
You can also use a soul gem as a material component to replace an expensive spell component, but this will utterly destroy the soul. You can also use a soul gem to create an Intelligent Item at which point the alignment, item ability scores, and languages spoken will mirror those of the soul used to provide the item’s intelligence (Book of the Damned Vol. 3 - Horsemen of the Apocalypse, pp.30-31).
The basic price of a soul gem is 100 gp for Commoners and low-level Adventurers, 500 gp for mid-level characters and influential people, 1000-5000 gp for high level characters, dragons, powerful aberrations, and great heroes. For level 20/Mythic characters, legendary figures, and other massive presences there is no price because they are valuable beyond comparison. You can set any price you want and let the frantic bidding begin.
Just keep in mind that upon your character's death this critter is going to drag your character's soul with it to Abaddon, so you may want to get rid of it before that. :P
(***) Air Elemental (Air/Neutral): Great option. Perfect fly speed of 100ft. Darkvision out to 60 feet.
Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking.
Elementals do not eat, sleep, or breathe. Great feats (Flyby Attack, Improved Initiative, Weapon Finesse) that synergize with its high dexterity. Air mastery. Speaks, which means that it can use wands. Whirlwind scales in that its DC slightly increases, as well as its duration. Its skills are not that useful though.
(**) Homunculus (Improved Familiar) - Level 7 (Any)
Homonculi are by far the best Improved Familiar in the game....if there's plenty of cash flow. Great familiar due to immunities. However it needs the expenditure of three feats (craft arms/armor, craft wondrous and craft construct). You can make them fly, you can make them talk, and you can continuously upgrade them with 1/day spell-like abilities. Consequently, they can be rather versatile familiars suitable for whatever situation you may have...as long as you got the gold and time. So, give it a Wand of Recharge Innate Magic for the 0-level and 1st-level spell-like abilities for even longer usage of abilities, as well as any other wands you may have for support. But if it weren't for the steep costs the rating would be higher. Unfortunately, you also have to spend a feat for Improved Familiar.
(**) Stirge (Improved Familiar) - Level 5 (N)
Stirges can drain Constitution without a save, and attack using a melee touch attack. If you make it use a Charge attack hitting is not really the problem, its the measly 1 point of damage it deals. While it is
attached it only has an AC of 12, making it extremely vulnerable to retaliation, but quite hard to detach from its grapple. Then, once it's done feeding it's useless until it finishes digesting (we don't really know how long that takes). Granted, the stirge can fly but it's a mediocre flyer with Darkvision and Low-Light Vision. So, yeah, it can act as a scout whether during the day or at night. If you are a Bloatmage, I can see you using this thing as an extra means of relieving yourself of blood. However, if you damage and drain a target far enough of CON, and have the target paralyzed it will be an easy kill for your Stirge.
(**) Lyrakien Azata – Level 7 (CG)
Lyrakiens are unchallenged UMD champions with CHA 20 if you don't forget to invest in that skill. They have a decent AC, darkvision 60 ft., perfect fly speed of 80', DR 5/evil, immunity to electricity and petrification, as well as Cold & Fire Resistance 10. Lyrakiens are like miniature bards with a high Perform skill, and the ability to remove exhaustion and fatigue. Unless you're CG make sure to not have it do its Starlight Blast within 5 feet of you. However, the Reflex save is 12 which won't make this useful for long. Truespeech is good for translation work. It's spell-like abilities are more for pranksters. It can cure you once per day, and you can use Commune 1/week. Otherwise it's pretty mediocre.
(**) Kyton, augur (Improved Familiar) - Level 7 (LE)
Darkvision 60 ft; regeneration 2 (vulnerable to good weapons and spells, as well as silver weapons); fly 50 ft. (perfect); deathwatch (constant); bleed (DC 8), mage hand, open/close, at will; inflict light wounds (DC 9) 3/day; commune (CL 12th, 6 questions) 1/week; Unnerving Gaze; deals bleed damage with each melee attack.
Verdict: Improved Initiative is always good for battle. Their regeneration ability is great to use them as a healing battery. Deathwatch is useful when it comes to checking on the health of targets and group members. Commune is also a very useful ability. The Unnerving Gaze ability scales from DC 11 to DC 17. However, they can't speak, which really hampers their usability.
(**) Archon, Harbinger (Improved Familiar) - Level 7 (LG)
(**) Archon, Arbiter (Improved Familiar) - (LN)
Arbiters have regeneration (chaos), which can potentially make him impossible to kill with his protection from chaos as SLA. He has truespeech and good stealth, but weak detection and its fly sucks as well.
Verdict: It's Electrical Burst ability scales from DC 15 to DC 22;
(**) Ooze mephit (Improved Familiar) - Level 7 (N)
Fast healing 2 (but only works in wet or muddy environments)
Stinking cloud 1/day (DC 15), 15-foot cone breath weapon every 4 rounds (1d4 acid dmg; sickened condition 3 rounds)
Verdict: Only a useable debuffer and battlefield controller for about a level before your enemies will tend not be impressed anymore. The breath weapon scales from DC 15 to DC 22. Still good when it comes to cannon fodder minions though. Remember, a sickened opponent takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The nauseated condition is even worse, because enemies will be unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action they are cable of doing is a single move action per turn.
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Step 10. CHOOSE YOUR SPELLS
“Magic, you fickle b*tch.” - Roy, Father of the Pride
Level 1
(****) Color Spray (Core, p.256) [Ill.]
Verdict: Every low-level party's friend, Color Spray is a cone that can leave your enemies stunned, unconscious, and blinded. At higher levels (if your enemies have 5HD or more) it will only stun them for a round, and since it's negated by a Will save it's a good idea to pick up a wand of it at level one, use it up, and then move on to more practical de-buffs after level 5 or so. Color Spray. No contest, Color Spray is your most ridiculously powerful spell at this point in the game. Anything remotely within your CR range is going to be blinded and stunned for multiple rounds; most things will be outright unconscious long enough for you to stab them all at your leisure.
(****) Grease (Core, p.291) [Conj. (creation)]
Verdict: One of my favorite Battlefield Control spells. Almost too good to be a first level spell, Grease can be cast on an object or an area, provides area of effect hindrance to enemies, can disarm weapons, or provide a buff to allies giving them a +10 bonus on escape artist and CMB checks made to escape a grapple. The fact that it lasts for one minute per level and doesn’t allow spell resistance makes it even better. On top of all of its benefits from the Core Rulebook, the Adventurer's Armory gives the option to use power components to make it even better! An alchemical grease increases the DC by 1 and a vial of acid augments grease to do 1 point of damage per round.
(***)Infernal Healing (Pathfinder – Inner Sea World Guide, p.295)
Verdict: Fast healing 1 for 1 minute. It's quite decent despite the evil descriptor. One of the few spells that anybody can use eventhough it comes from Asmodeus. It does require a drop of devil's blood or 1 dose of unholy water.
(****) Obscuring Mist [Conjuration (creation)]
Misty vapor that spreads in 20-ft. radius from you, 20 ft. high, obscuring sight (and darkvision) beyond 5 feet giving you concealment (attacks have a 20% miss chance) and total concealment beyond that (50% miss chance, and the attacker cannot use sight to locate the target).
Verdict: This will be your battlefield control spell for some time to come. Very versatile in its uses for your melee-based allies, especially Rogues. If you are fighting a range heavy enemy it will shut them down almost immediately. Creatures with gaze attacks are now also hampered. With spellcasters you have to be more careful in case they have gust of wind, fireball/flamestrike/etc or wall of fire. Since it affects line of sight you now limit the enemy to AoE attacks. Also a great set-up for additional battlefield control spells like Grease, or as a bug-out plan by assuming Gaseous Form or Invisibility.
(***) Chill Touch [Necro.]
Touch attacks that deal 1d6 HP damage + 1 STR damage. Undead take no HP or STR damage but become panicked for 1d4 rounds +1/caster level on failed Will save.
Verdict: Repeatable, easy, touch attacks that, unlike Ray of Enfeeblement, seem to stack STR damage.
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(***) Snowball (People of the North, p.26) [Conjuration (creation) (cold, water)]
Verdict: A very nice, single target damage spell that can buy you a round. Still useful at high levels because it ignores SR. Acquire a Lesser Rod of Intensified Spell and you can increase the damage by another 5 damage dice by Level 10, and it will still have staying power.
(**) Cause Fear [Necro. (fear, mind-affecting)]
One living creature with 5 or fewer HD becomes frightened for 1d4 rounds (shaken for 1 round on Will save).
Verdict: A decent save or suck at this level that can buy you some time, and act as a set-up for further de-buffs.
(**) Recharge Innate Magic (Advanced Race Guide) [Trans.]
Only get this if you're allowed to use the Race Builder.
(***/**) Repair Undead (Advanced Class Guide, p.191) [Necro.]
Verdict: This will be your go-to spell for several levels to not only heal yourself, but also your undead minions and your party. It's a Necromancer's Cure Light Wounds. Since this spell has no effect on living creatures (except as mentioned above) it's the spell you want to spam to put your Healing Grace ability into overdrive.
(**) Ray of Sickening (Ultimate Magic, p.234) [Necro.]
Ranged touch attack makes subject sickened for 1 min./level (Fort negates).
Verdict: Quite acceptable as a debuff. The target is immediately sickened for the spell's duration.
(**) Ray of Enfeeblement (Core, p.329 ) [Necro.]
Ranged touch attack causes 1d6+1/two caster levels (maximum 1d6+5) STR damage.
Verdict: Still useful in conjunction with Fatigue, but it doesn't actually penalize encumbrance anymore. Still, even if the target makes the save they still take half of the penalty. So if you're a level 10 caster with a minimum roll with a Fortitude save that's still a -3 STR, a failure on the save with a max roll causes -11 STR damage. Alas, you can't get the STR score below 1. The other bad thing is that you can only use this once since the penalty doesn't stack. Oh how they've nerfed this good spell! So we have to use poison, if necessary.
(**) Touch of Gracelessness (Advanced Player's Guide, pp.249-250) [Trans.]
Target creature takes a DEX penalty equal to 1d6+1/ 2 CLs (maximum 1d6+5, but only down to DEX 1). If target moves more than half its movement speed, it falls prone. A flying target's maneuverability is reduced by one step. Successful Fortitude save halves DEX penalty inflicted and negates falling prone or fly speed maneuverability.
Verdict: This spell doesn't work against undead or other creatures that are immune to spells that require a Fortitude save. Otherwise the ability to cause your target to fall prone if it moves too far can be a useful boon. You're not going to see much air combat, but fliers with annoying strafe tactics can be somewhat hampered with the speed and maneuverability de-buff.
(**) Mudball (Advanced Race Guide, p.119) [Conj. (creation, earth)]
Verdict: Useful as a delay tactic, but not nearly as good as Color Spray when it comes to blinding. Can also be stopped by adjacent creature which takes a standard action to wipe away the mud. Useful at low levels, but probably better as a wand wielded by a familiar. Still, it ignores SR which can make it useful at higher levels. Technically only Goblins or those with the Racial Heritage feat have access to this spell though. Chalk this one up for Eldritch Researcher.
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Level 2
(****) Blindness/Deafness (Core, p. ) [Necro.]
Blindness is THE super gimp spell at this level (–2 AC, loses Dex. bonus to AC (if any), –4 on STR- and DEX-based skill checks, -4 on opposed Perception checks, 50% miss chance when attacking, DC 10 Acrobatics check to move faster than half speed or fall prone). Casters can still get you with AoE spells, but for them you use Deafness (–4 on Init., auto fail on sound Perception checks, –4 on opposed Perception checks, 20% spell failure with verbal component spells). Your melee guys will love you for this. It has saved my party on many occasions.
(****) Glitterdust (Core, p.290) [Conjuration (creation)]
10-foot spread of golden particles covers creatures and objects in an area, causing blindness & outlining invisible things as long as the spell lasts. The All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Blinded creatures can attempt a new saving throw at the end of each turn to remove blindness.
Verdict: Quite the powerful AoE save-or-suck spell that also turns invisible and stealthy enemies into sitting ducks with no save and no SR. While the spell lasts they can't even remove the dust. Very few things have fantastic Will saves and very few things are a threat when blinded.
(***) Limp Lash (Goblins of Golarion, p.29) [Necro.]: Third best gimp spell for this level.
Ranged touch atk. on target causes 1d6 STR, DEX, and CON damage each round until caster is disarmed, lets go, or whip-like energy sundered. When any of the three attributes reaches 1 the target is paralyzed (except for the head).
(***) Ghoul Touch (Core, p.289) [Necro.]: Very useful staple for quick paralysis.
Melee touch to paralyze then AoE sicken (10-foot radius) for 1d6+2 rounds (Fort negates).
(–2 attack, weapon dmg., saving throws, skill checks, and ability checks).
Verdict: One of the best save or suck spells for the early game, especially if combo'd with the Reach Spell in either feat or rod form. Takes your target just one coup de gras away from death. The chance to lower the saves of nearby targets is just an extra added bonus.
(***) False Life (Core, p.280) [Necro.]
1 hr/level self buff that provides temporary HP equal to 1d10 + 1/CL (max +10).
Verdict: Temp HP shields are very useful. This a a good deal that will remain a good deal for many levels.
(***) Burst of Radiance (Champions of Purity) [Evoc.(good, light)]
10-foot radius burst that causes blindness for 1d4 rounds with a failed save or the dazzled condition for 1d4 rounds if they make their Reflex save. However, against an EVIL creature, it also deals 1d4 radiant damage/CL (max. 5d4) with absolutely NO SAVE.
Verdict: You can take out a group of undead so fast that their skulls will spin with this spell. It's not as good as Glitterdust because it doesn't spread, but it does provide a way to damage creatures, albeit in a limited capacity.
(***) Frigid Touch (Ultimate Magic, p.221) [Evocation (cold)]
Melee touch attack for 4d6 points of cold damage, causing staggered condition for 1 round on target. On a critical hit the target is staggered for 1 minute instead.
Verdict: Though being a touch attack - the NO SAVE staggering is nice (SR still applies) - a 1 minute staggered condition can be quite the combat hampering move when you take away your enemy's ability to perform full round actions.
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(***) Lipstitch (Pathfinder Society Field Guide) [Necro.]
Sews the target’s lips tightly together for 1d6 points of damage on failed Fort save disallowing clear speech, bite attacks, spellcasting, or use of command words. Breaking thread with STR check DC 20 (standard action, no AoO) or slicing it with a piercing or slashing weapon (full-round action and provokes AoO) causes 1d6 points of damage and 1 bleed damage. Bleed damage causes 20% spell failure each round until bleeding is stopped.
Verdict: The complementary spell to Blindness/Deafness when it comes to spellcasters. It's also a good setup when it comes to spells that make Bleed effects worse. Unfortunately multiple castings of this spell don't stack, and creatures without a mouth are unaffected by this spell. Also, creatures with multiple mouths lose the use of only one mouth per casting.
(****) Haunting Mists (Ultimate Magic, p.222-223) [Illusion (figment) {fear, shadow}]
Illusionary misty vapor spreads in 20-ft. radius, 20 ft. high, obscuring sight (and darkvision) beyond 5 feet giving you concealment (attacks have a 20% miss chance) and total concealment beyond that (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.
Verdict: The illusion equivalent of Obscuring Mist. Unfortunately it doesn't say whether the Wisdom damage happens each round, but since there's no minimum limit at least it has the potential to drop a creature to zero. Since it is a figment, if your targets make their Will saves they won't take Wisdom damage or have the shaken condition, so make sure to have whittled down at them first.
(**) Defending Bone [Necro.]
Gives your character DR 5/Bludgeoning for 1 hour/level. Absorbs up to 5*Level damage.
Verdict: This would be a nice defense add-on spell, but it can only be taken by Pharasmin, which limits its application. Still, a nice long lasting self buff that combos nicely with False Life.
(**) Ghost Whip (Occult Adventures, p.172) [Evocation]: Fifteen foot long Ghost touch whip with no enhancement bonus deals 1d3 (M) lethal damage to incorporeal creatures and undead, and you can use the drag or reposition combat maneuvers on them. Can't be disarmed or sundered. All attacks are done as incorporeal touch attacks.
Verdict: It has utility in that you have the ability now to damage incorporeal creatures at this level. Now since all attacks are incorporeal touch attacks that means that this whip will pass through objects, ignores cover (total cover still gets 50% concealment), even other creatures because it only attacks your target. HOWEVER, that would also mean that it passes through armor and shields and also ignores the rule that it doesn't deal damage to creatures with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher, unless they have force effects such as Mage Armor, and armor bonuses from things like Bracers of Armor. So, granted, you'll only deal non-lethal damage to living targets and you can't trip or use other kinds of combat maneuvers on them, but it still allows you to add other Transmutation spells to buff this whip to deal more damage. Unfortunately, you still draw an attack of opportunity though for using this thing.
(**) Touch of Idiocy (Core, p.360) [Enchantment (compulsion){mind-affecting}]
Melee touch attack applies a 1d6 penalty to the target's INT, WIS, and CHA.
Verdict: There's no saving throw (but there is spell resistance). It does make it possible that spellcasters can no longer access spell slots if they don't meet the requirement anymore. Otherwise it's another way to decrease those saves to keep hitting them with debuffing. The bad thing: You can't use this spell to get those abilities beneath 1, and it requires you to get into melee range.
(**) Spectral Hand [Necro.]
Lose 1d4 hp to create a ghostly hand to deliver touch spells of level 4 and below. Provides a +2 to melee touch attacks. You regain those hit points when the spell ends (but not if the hand is destroyed).
Verdict: Since the hand is incorporeal it can only be hit by magic weapons, has Improved Evasion regarding spells, and 22 + INT mod. AC. Use this to apply your touch spells at range, unless you want your familiar to do it for you. Spectral Hand will last the entire combat (even long ones), but not multiple combats. Sure, the ability to deliver touch spells at range is very good, but this spell will take you out of the combat for the first round (unless you have preparation time) which is a significant drawback. Also, the viability of quickened Spectral Hands at high levels is hampered by the fact that you are limited to Level 4 spells and below. Still, this will be your utility spell to use those pesky touch-based spells for a while unless you have Reach Spell.
(**) Shared Suffering (Champions of Corruption, p.25) [Necro.]
Deal 1d6 neg. dmg + 1d6/2 levels (5d6 max) to yourself. Target takes equal amount of dmg. + Int. mod. (no save)
Verdict: Use this after you use False Life on yourself to bypass as much actual damage to yourself as possible. If you absolutely have no other way to hit your opponent then this spell is it.
Stricken Heart (Advanced Class Guide, p.194) [Necro.]
(**) Fleshcurdle (Inner Sea Magic, p.55) [Trans.]
Inflict movement (creature moves at 1/2 speed), attack (-2 atk & dmg., needs natural 20 to crit.) or defense (-4 nat. armor) debuff on 1 target for 1 round/level.
Verdict: Situational spell, but the attack debuff is useful against the biggest foe you face. Otherwise hampering their movement is a lot of fun. Unfortunately, this spell doesn't work on elementals, oozes, plants, gaseous/incorporeal creatures and skeletons.
(**) Disfiguring Touch (Lords of Chaos, p.48) [Trans.]
Touch attack makes target hideously disfigured, causing one of three effects:
• decrease ability by -2 (minimum ability score 1).
• –2 penalty on attack rolls or saving throws.
• reduce land speed by 5 feet.
Verdict: Situational spell that can actually lower saving throws and it lasts for at least 1 day. The Will save and Spell Resistance is a buzz-kill. It doesn't allow you to decrease ability scores to 0, but it doesn't say that there is a limit to reducing land speed. Since it's a curse (facing those shortcomings when it comes to dispels) it can stack with Fleshcurdle and you can get quite creative with what you do to the target to stack on the deformities – albeit quite macabre. The nice thing is that it seems to be able to work on elementals, oozes, plants, gaseous/incorporeal creatures and skeletons.
(**) Brow Gasher [Necro.]
Imbued slashing weapon when hitting a living creature, causes normal damage, as well as bleed damage on forehead equal to half character's character level. The hit creature takes a cumulative -1 penalty on attack rolls at the beginning of each turn, resulting in all targets gaining 20% concealment at -3 penalty, and complete concealment at -5 due to blindness. this spell imposes on the bleeding creature. You discharge the spell as a free action for its effects to start acting on a creature.
Verdict: Imbue a nearby melee character's slashing weapon with this. You don't want to enter melee yourself. Unfortunately it doesn't work on constructs or undead creatures which limits its application. Stopping the bleed damage ends the spell's effects. Also, a target that is immune to bleed damage is also immune to all this spell's effects.
(**) Blood Armor (Advanced Class Guide) [Trans.]
For each 5 damage you take, you gain a +1 enhancement bonus to AC. Stacks with itself, but not with an existing enhancement bonus, to a maximum enhancement bonus of +5.
Verdict: Doesn't work underwater or in the vacuum of space. If you cast it on yourself then your familiar becomes affected too, so it's a good way to buff a familiar with fast healing or regeneration. If you can readily heal yourself it's a rather cheesy way of buffing yourself, as well. The nice thing is that it stacks with Mage Armor. Its duration allows you to do it out-of-combat and being ready by the next combat.
(*) Life Pact (Advanced Class Guide, p.186) [Necro.]
Bind one willing creature/level together so that if one drops below 0 hp, it receives 1 hp from each creature of the group within 30 feet.
Verdict: Wish this spell could give more than 1 hit point. Doesn't work against death effects or stuff like suffocation either. It's a weak "Oh crap" button, but that's about it.
(*) Transmute Wine to Blood (Blood of the Night, p.30) [Trans.]
Transforms one bottle of wine into blood. Satiates undead creatures hunger, but doesn't give feeding bonus.
Verdict: Only get this if you're going to rely on Vampiric Hunger and can't get to your target in time.
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Level 3
(***) Sands of Time (Osirion: Lands of Pharaohs, p.27) [Necro.]
Verdict: This spell is like Ray of Enfeeblement on crack. Unfortunately you can't reduce any of the abilities beneath 1, but you can certainly use it in conjunction with Ray of Enfeeblement if you needed it. Either way, it doesn't require a Save (SR applies though)!
(***) Ray of Exhaustion (Core, p.330) [Necro.]
Verdict: Exhaustion is the bane of melee characters (half speed, cannot run or charge, –6 STR and DEX). If the target makes its Fort. save it still becomes fatigued. The devious way to abuse this feature is to combine it with other debuff spells that cause fatigue. If a target is already fatigued and makes the Fortitude save they still become exhausted thanks to this ray. That makes this a good finisher.
(***) Fear (Core, p.281) [Necro.]
30-foot cone-shaped burst, causes each living creature in the area to become panicked unless it succeeds on a Will save.
Verdict: Even if the targets make their Will saves they're still shaken for 1 round, which is not bad if you're trying to stack negatives. If you can corner them while they're panicked the targets start cowering making them even more useless in combat.
(***) Accursed Glare (Blood of the Moon, p.9) [Necro. (curse)]
Verdict: A solid way to allow you to gain another chance to have your de-buff spells work on your target. This curse's duration is 1 day/level which can be useful to continue to bring NPCs under control with other spells on a long-term basis. The almost broken thing, however, is that if your minions have the ability to use Intimidate (even untrained) you can royally boost your ability to bypass SR on your target, because each ally's intervention stacks. Granted, the wording for the Intimidate check is a little strange. I would think it's the base DC, thus being around 16 or 17, rather than adding stuff like Spell Focus feats to increase it to 19+.
(**) Fractions of Heal and Harm {Nethys} (Inner Sea Gods, p.234) [Trans.]
Channel portion of next spell you cast into healing magic. As a swift action cast this spell, then next area spell you cast of 3rd level or lower deals 75% damage and heals you 25%. Spell must be cast before the end of your next turn. (Example: 36 dmg Fireball = 27 damage; heals you 9).
Verdict: Every little bit counts, but it only works on spells that actually deal damage. It also only works on spells that are Level 3 or below. The nice thing is that it converts it into either a cure or inflict spell, whichever would actually heal you.
(**) Vampiric Touch (Core, p.364) [Necro.]
Melee touch deals 1d6 points/2 caster levels (max. 10d6). You gain this as temporary HP.
Verdict: Decent spell as it's very hard to kill a Necromancer that sucks the life out of you each round.
(**) Thunderstomp, Greater (Advanced Class Guide, p.196) [Evoc. (Earth)]
Make a no-safe trip attempt with no atk of opportunity on you against a 60-foot line of creatures using caster level as BAB and INT as STR modifier. and use the result on all creatures. The nice thing is that it automatically works on creatures that are considered multiple sizes larger than you. However, it doesn't work on certain creatures, like oozes, those who are flying, and those with no legs. Being able to trip multiple opponents causes them to fall prone, which means that when they stand up they all provoke an attack of opportunity. Good to buy yourself a breather of a round and then either set up for another area attack, or hope your melee guys move in to take advantage of the situation.
(**) Vengeful Comets (Inner Sea Magic, p.62) [Evocation (cold)]
Create 1 comet per 4 levels orbiting your head that can be lobbed at spellcasting enemies as a ranged touch attack using an immediate action. Deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target, plus an additional amount of cold damage equal to the level of the spell you are retaliating against. Also provide a circumstance bonus equal to the number of comets on all saving throws against fire effects.
Verdict: Useful for action economy purposes, but I wish it could be used against other things besides spells. Also, you have to be affected by the enemy caster's spell before you can use it. You do get to lob two comets if the spell thrown at you was fire-based.
(**) Contagious Zeal (Occult Adventures, p.162) [Ench. (compulsion)] {emotion, mind-affecting}
Your chosen target gets a +2 morale bonus to attack and damage rolls, as well as 1d6 temporary hit points, and a +4 morale bonus on saving throws against fear effects and DC of intimidate checks against target. The target can be changed once per round.
Verdict: If the duration were longer you could use this as a party buff. As is, this spell is best used only on you and then the meatshield. Every little bit helps when it comes to temporary hp.
(**) Create Soul Gem (Book of the Damned, Vol. 3, p.38)
Draws spirit of dying creature into crystal or gem receptacle. Will save negates but on failure the creature dies. Otherwise succeeds if the creature died in the last round.
Verdict: This spell is poorly described. I'm thinking that a Souldrinker can just simply expend 5 soul points to automatically cast it to fill up a soul gem. But otherwise the spell seems pretty self-explanatory. If you're going to go the evil route and use soul gems for money making, bribing, and buffing your character you might as well take this spell.
(**/*) Vampiric Hunger (Faiths of Corruption, p.29) [Necro.] (polymorph) {Evil}
Creature touched gains ability to drain blood, dealing 1d4 CON dmg. Each round of draining heals 5 hp, or 5 temp. hp (max temp hp = max hp). Failure to drain blood causes target to be exhausted.
Verdict: Part of your utility spells, but a double-edged sword. Can serve as a very morbid way to allow your party members to heal after combat, but expect hurt feelings. The duration makes it less desirable to use on enemies in combat, but can be useful to cause chaos in a camp. Only use this on yourself to heal after combat. It still has the highest potential for temporary hp.
(**/*) Animate Dead, Lesser (Ultimate Magic, pp.205-206) [Necro. (evil)]
Create single Small or Medium skeleton or zombie.
Verdict: You can't create any variant (aka templated) undead with this spell. But at least something.
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Level 4
(****) Enervation (Core, p.277) [Necro.]:
Verdict: Negative levels are the most powerful "de-buff" in the game. It's a great metamagic target too, as there are no saves!
(****) Black Tentacles [Conjuration (creation)]
Verdict: You can throw this from 180 feet away when you first get the spell, it lasts longer than the average combat, uses caster level (which can be buffed) to determine it's CMB, makes it hard to escape the area once in it, harder to escape a grapple once caught and lowers foe AC by two if it snags them. This is the best battlefield control spell for this level. Just make sure to keep your allies away from the area of effect - this spell is indiscriminate in the targets it picks.
(***) Bestow Curse [Necro.]:
It's very easy to kill enemies when 50% of the things they try to do don't work.
It's even easier when the enemy in question is -4 to all d20 rolls. The -6 to one ability score is not worth it as you can't get to 0. However, you can get very creative with this spell to royally gimp people - permanently. The fact that it's a touch spell makes it slightly less desirable than Enervation, but not by much.
(***) Boneshatter (Osirion: Land of Pharaohs, p.26) [Necro.]
Verdict: Effectively ray of exhaustion without a touch component. Half damage and fatigue on Fort save. What makes this spell nice is the damage that it deals.
(***) Calcific Touch (Advanced Player's Guide, p.208) [Transmutation (earth)]
Verdict: Besides the fact that it's a touch attack, there's not much to nag about. For 1 round/level you can slap creatures with it and the DEX damage stacks, until they permanently petrify at DEX 0. That's the kind of stuff we want.
(***) Shadow Conjuration [Ill.]
Verdict: A very good fallback and way to gain access to other conjuration spell effects that are not on your list.
(**) Greater Infernal Healing (Pathfinder – Inner Sea World Guide,
As infernal healing, except the target gains fast healing 4 for 1 minute and the target detects as an evil cleric. One of the few healing spells, but it requires drop of devil's blood or 1 dose of unholy water.
(**) Miasmatic Form (Advanced Race Guide, p.161) [Trans. (air, poison)]
Verdict: An interesting blend of buff and debuff spell in one package. You gain DR 10/magic and become immune to poison, sneak attacks, and critical hits, while being able to fly at 10 ft. per round. However, unless you have Eschew Materials, Silent Spell, and Still Spell you can't cast spells while in this form. Nauseating a creature is useful, as is causing 1d2 CON damage per round (Fort halves) with the poisonous cloud. It's all about finding a way to get to zero. Also useful if you need to bug-out. However, technically you can only acquire this spell as a Sylph or having the Racial Heritage feat. Chalk this up for Eldritch Researcher otherwise.
(**) Object Possession, Lesser (Occult Adventures, p. ) [Necro.]
You possess an object and turn it into an animated object. You can't use any spells or other abilities while possessing an object.
Verdict: You can have some fun with this if you're creative enough.
(**) Wall of Blindness/Deafness (Advanced class Guide, p.198) [Necro.]
Permanently blind or deafen creature that passes through the wall.
Verdict: This spell has potential as a major de-buff spell. The nice thing is that the wall can be either in vertical & rectangular, or circular form (both 20 ft. high) and does not need to touch the ground (as long as it is continuous and unbroken). This makes it useful against flying creatures. The problem is the concentration duration, so you have to use it precisely.
(**) False Life, Greater [Necro.]
Verdict: Another utility spell, but the inability to stack this really stinks. Consequently it really shines when you layer it with other temporary hp spells.
(**) Undeath Inversion (Undead Slayer's Handbook, p.27) [Necro.]
Undead take damage from negative energy and heal from positive energy. Channels positive rather than negative energy, too.
Verdict: Limited application in that you could heal one of your own undead with cure spells, or dealing damage to an enemy undead with your negative energy spells. However, if it's an intelligent undead that channels energy you have taken out one of his abilities lest he heal you or damage his own undead minions.
(**) Animate Dead [Necro.]
Verdict: Yup, got to have it for those undead minions and extra hp batteries.
(**) Geb's Hammer (Inner Sea Magic, p.55) [Necro.]
Verdict: Situational spell in that you actually need destroyed undead, whether created by you or thrown at you by the GM. I personally think it's too high a spell slot because it is similar to flaming sphere, but when you keep action economy in mind you have another attack per round. Still, if your minions ever run out of usefulness you still have one last use for them.
(*) Death Knell Aura (Book of the Damned Vol. 3, p.38) [Necro. (death, evil)]
Verdict: If this spell actually said that these values stack it would be awesome, but used this way it's only worth a quick boost to either buff a level-dependent spell to heal your undead or your party, provide a buffer to use another spell to drain off the temporary hp, or a quick buff to a damage-dealing spell which you're going to be using soon. Rather underwhelming for this level as there are better ways to use the corpses of your fallen enemies. But, yay, you wasted a Level 4 spell to emit gray light!
CloudCobra |
Level 5
(****) Magic Jar [Necro.]
Verdict: Probably one of THE best necromancy spells. BUT THIS IS NOT A COMBAT SPELL! You just need to be a little creative to use it. It has several limitations that need to be followed: 1) Keep your body safe while you body-hop; 2) Keep other Spell component pouches around, otherwise you need Eschew Materials to continue to cast spells in the other bodies; 3) Control line of effect by having a familiar or ally carry the soul-containing item. The spell is useless if you can only see so many enemies; 4) Always keep your body in spell range or you die. Optional: Combine it with the Persistent Spell feat – you don't want to fail a possession check, because you can't retry on the same creature again. Possess the first monster and use it to kill the next. Once your possessed creature dies, you possess the next creature. Thus you stop the encounter before it even begins. Summon a monster, possess it, and then use Blood Money to drain it of Strength while creating an expensive material component (*cough* 25k Diamond), use the monster to scout ahead, or trip traps are all viable tactics, too. You can also possess your friends and add spells to their bodies using Permanency.
(***) Suffocation (Advanced Player's Guide) [Necro.]
Round 1: Staggered on Fortitude save; otherwise target falls unconscious and at 0 hp.
Round 2: Staggered on Fortitude save; otherwise target drops to -1 and is dying.
Round 3: Staggered on Fortitude save; otherwise dead.
Verdict: Only works on living creatures that actually breathe. However, this spell is quite powerful, and can get quite silly when combined with the Extend Spell metamagic feat or a rod thereof.
(***) Waves of Fatigue (Core, p.368) [Necro.]
30-foot cone-shaped burst renders all living creatures in the spell's area fatigued.
Verdict: Waves of negative energy completely cripple both melee and ranged combatants with no saving throw. Unfortunately this spell has no effect on creatures that are already fatigued. Still, it's a good way to debilitate several enemies quickly, fast, and in a hurry.
(**) Black Spot (Pirates of the Inner Sea, p.28] [Necro.]
Verdict: The spell is a little high for the effect, but the effect is permanent once you get passed the Will save or any SR. It makes your melee guys happy, and serves as a setup for your next Death effect spell like Circle of Death, Finger of Death, Canopic Conversion, Wail of the Banshee, Parasitic Soul, etc. The spell cannot be countered except by break enchantment, limited wish, miracle, remove curse, or wish, but the Constitution damage happens too slow for combat use.
(**) Cloudkill
Mainly a debuff to do some Con damage to opponents. The primary selling feature is they still take some Con damage even if they make their Fort save. The cloud moves, which occasionally is advantageous, and quite often a disadvantage, though it does give some versatility in regards to other fog spells. Poison immune creatures aren't hurt by the cloudkill, which does hurt, since as you increase levels, poison immunity becomes more common. Overall, sounds good, but it's often difficult to get your money's worth from this.
(**) Feast on Fear (Advanced Class Guide, p.181) [Necro.]
Each round target a creature of up to 9HD and if it fails the Fort save it becomes panicked for 1d4 rounds. The creature remains shaken for 10 minutes/caster level and becomes automatically panicked again if it sees you.
Verdict: Unlike other temp. HP spells, this one actually says that it stacks with itself, which is awesome! This spell allows you to redirect the effect each round to a new target, which means you can get up to 45 temporary hit points (you can hit up to 9 creatures at Level 9 and it increases) because the effect stacks when you first get this spell (max. 100 temp. hp), which lasts 1 hour. Now here comes the buzz-kill...It all depends on how many targets you are facing and that they are Level 9 or below. Also, Fortitude saves make this less and less likely at the higher levels, and thus becomes useless pretty quickly, and it does occupy a lot of your time. So, you want to make sure that your targets are thoroughly debuffed and controlled (*cough* Dazing Spell) that you can take the time to pull this off.
(***) Icy Prison (Ultimate Magic, p.224) [Evoc.(cold)]
Verdict: You trap the target in ice that's 1 inch thick per caster level. Fifty-fifty chance to either hobble or flat-out screw the target. At the same time it takes 1 point of cold damage per caster level every turn until it breaks free. Now that's what I call solid. :P
(**) Vampiric Shadowshield (Advanced Class Guide, p.198) [Necro.]
Attacker hitting you with non-reach weapon takes 1d6 negative energy damage + 1 point per caster level (max +15). You heal 25% of damage dealt by the spell.
Verdict: At least some way of regaining hit points, but you don't want to get hit and the most you'll ever get is 5 hit points with each hit (see TACTICS section to use effectively).
(**) Repair Undead, Mass (Advanced Class Guide, p.191) [Necro.]
Cures 1d8 pts of damage + 1 point per caster level (maximum +20) on one creature/level that is undead or is healed by negative energy.
Verdict: Situationally useful in that you can heal your cadre of minion batteries as well as yourself if you have the Negative Energy affinity.
(**) Khain's Army (Inner Sea Magic, p.57) [Necro. (evil)]
Turn a handful of ghoul's teeth into 1d4+1 ghouls and 1 ghast. A destroyed ghoul deals 1d6 points of negative energy damage to all adjacent targets, and the ghast deals twice that amount (Fort. half).
Verdict: Useful for a quick bolstering of your undead minions in numbers and the fact that it can heal them, too (and yourself if you are healed by negative energy). Just make sure that you destroy them before the duration runs out or you will have wasted the healing potential. If you have a ghoul or ghast as a minion give it some sort of regeneration item to keep a supply of teeth on hand.
(**)Possession (Occult Adventures, pp.180-181) [Necro.]
Possess a creature at 1 hr/level, keeping your INT, WIS, CHA, class, BAB, Base save bonuses, alignment and mental abilities. The body keeps its physical stats, hp, natural abilities and automatic abilities. As a standard action you can move back into your body. You return automatically to your body when the target is killed. If your body dies when the spell duration runs out you die.
Verdict: Alas, you neither can activate a body's extraordinary or supernatural abilities, nor use any of its spells or spell-like abilities.
(**) Object Possession (Occult Adventures, p. 179) [Necro.]
Can possess an object up to Large size (3 CP). After 1 standard action to return to your body, you can use the next standard action to possess another object. Only works within Close range of your body.
Verdict: It really depends on the situation on how useful this spell is going to be. You can have it in your spellbook, but it's really not necessary.
CloudCobra |
Level 6
(*****) Contingency
A very handy way to layer your defenses. Use the contingency to bring a defense (or outright "leave the area" spell) into play when something bad happens. It might be triggered by your HP reaching a certain point, or you've been grappled, Paralyzed, Dazed or Stunned, or if you are targeted by an offensive spell of a certain level (making spells like the globes of invulnerability situationally useful when paired with this). You can only use one at a time, but whenever you use it, bring up another as soon as possible. Essentially, this is a way to get a quickened spell off.
(****) Feeblemind
Verdict: I hate being targeted with this, but great to use on spellcasters. It's not save or die, but it is save or be useless to any arcane caster - and arcane casters get a painful -4 to their saving throw. The save is a Will save, but still, -4. This destroys you until it's healed.
(****) Dominate Person
Dominate is usually considered the ultimate form of enchantment. Instead of making friends and influencing people, you are making them your own very sock puppet slave. Note that giving commands that oppose their nature give extra saves, and thus should be avoided (unfortunately, this is very vague, and will alter the use of this spell based on the DM's view of "against their nature"). If enchantment is your specialty, this is a must, for other wizards, it's a trumped up Charm Person spell.
(***) Eyebite [Necro.]
Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.
<4 HD = Comatose, panicked, sickened
5-9 HD = Panicked, sickened
10+ HD = Sickened
Spend a swift action each round after the first to target a foe.
Verdict: Good use for action economy by using a swift action after the initial casting.
(**) Geas
Verdict: Kind of like a dominate effect, but for only one command. Of course the casting time means that this is an out-of-combat spell only. You have to get creative in order for it to get nasty.
(**) Hold Monster
Verdict: Like Hold Person without the humanoid requirement. This spell is a bit high level for the effect IMO.
(*) Heroism, Greater: Like heroism except double the bonus and add an immunity to fear and some temporary HP. However, the duration is 1/10th the lesser version. Why the game designers decided to temper increased effect with reduced effect for a significantly higher level spell is beyond me too.
(***) Suggestion, Mass
Verdict: Suggestion has some limitations, including that the suggestion must be tempting, it provides a saving throw, and it requires communication. However, creative players can use suggestions to excellent effect. Your mileage will largely vary on how your DM defines "reasonable" suggestions.
(*****) Planar Binding
Verdict: A significant power increase from the Lesser version. There are a lot of really interesting creatures that are 12 HD or less that you can bind with this spell. Like the previous version, I'm personally fond of creatures that can add some spell like abilities to your magical tool belt, but you can get a decent tank for this as well.
(****) Wall of Force
Verdict: A pretty good wall spell. If you just need a wall for dividing enemies (the most common Battlefield Control use), then this spell is the ultimate for that purpose. It can't be destroyed by martial means unless the enemy is capable of absolutely terrifying levels of damage (it has hardness 30 and 20 HP per CL), and it's invisible, so 1/2 the enemy forces can see what's happening to their allies on the other side of the wall, which has got to be bad for morale. It can be laid flat as well, which can be nice for blocking the attempts of dragons to do strafing runs and the like.
(**) Shadow Evocation
Verdict: 20% reality really hurts, allows you to mimic lower level evocations like Wall of Ice, which may be handy if you don't have, say, an actual Wall of Ice ready.
(****) Summon Monster VI
Verdict: Got a significant powerup from the 3.5 version, there are several very interesting options on this list. Dire Tigers naturally are good tanks, but Succubus, Shadow Demons, Lillends, Erinyes...give you lots of great options. I love summoning.
(****) Explode Head (Occult Adventures, p.171) [Evoc.]
Verdict: What is not to like about blowing somebody's head up? At the same time you have a small AoE attack for extra gruesome effect. As long as you get the hit points low enough you have a guaranteed kill, otherwise you still have a decent chance for a kill. It's a close range spell though so be careful.
(***) Sirocco [Evoc. (air, fire)]
4d6 fire damage +1/CL to all creatures in cylindrical area every round, causing fatigue (or exhaustion, if already fatigued) if damaged, and knocking them prone (Fort negates prone effect; also half dmg). Flying creatures take falling damage when forced to the ground (DC 15 Fly check to avoid).
Verdict: Damage your opponents, cause them fatigue, and potentially knock them prone is a nice combination in one spell.
(***) Circle of Death
Verdict: A ranged area of effect save or die. I'm not big on save or die's when they are single target and I haven't properly nerfed them, but I like them more when they have mass effect. The limit on this spell is 1d4 HD/level, but that's a pretty decent number of HD. Fort negates the effect, which is pretty standard for save or die, and which is why it's important that you target several creatures.
(**) Create Undead
Verdict: Creates more powerful undead. You don't have control over the undead you create. Just FYI.
(**) Lash of the Astradaemon (Book of the Damned, Vol. 3, pp.38-39)
Verdict: Basically, this spell is what you use when you surround yourself with your undead minions and hope that each round you will crit. to get 10 temp. HP. Since it dishes out negative energy like Enervation, I have to assume that each minion will receive 1d4 x 5 temporary hit points for 1 hour as well. So, unless you are the target of an AoE spell, enemies will have a hard time getting through your bodyguards. If it actually stacked with each attack, that would be awesome. Alas, the rules are quite specific - which makes this spell a bit of a waste. But you can stack it with other temp. hp spells to buff yourself before going into your next combat.
(**) Spectral Saluqi (Osirion: Land of Pharaohs, p.27) [Necro.]
Creates an undead canine with yeth hound statistics for 10 min./level. Has same alignment as you and can talk telephatically with you.
Verdict: The canine can see and attack ethereal creatures. So that means it can attack both incorporeal targets and those actually from the Ethereal plane. Don't create this thing until you have thoroughly gimped your targets, because the bay ability only has a DC 12 Will save.
(*) Death Knell Aura, Greater (Book of the Damned, Vol. 3, p.38)
Does the same as Death Knell aura, but also causes dying creatures to bleed 1 hp/round. Also incorporeal undead and targets using astral projection or magic jar take 1d8 points of damage.
Verdict: Because of the bad wording I take it that the damage is 1d8 per round. Still, eventhough incorporeal undead are hard to hit there are better effects through which to inflict damage on these types of creatures. Since the effects still don't stack you're basically just being a dick and wasting a spell slot.
(*) Banshee Blast (Advanced Class Guide, p.174) [Necro. (death, fear, mind-affecting, sonic)]
30-foot cone deals 1d4/caster level (max. 15d4) damage (Reflex half). Those who fail the Reflex save must make a Will save or be panicked 1 round/level.
Verdict: It's good enough to relief most humanoid opponents of weaponry while dealing damage and making them run away. Naturally, you want to drive your enemies into a corner so they cower and don't attack. There are several problems, however. 1) Your enemies get two saves, and there's no Shaken condition - unlike with the Fear spell. So you must've debuffed your enemies before using this spell, or be going up against weaker enemies; 2) It deals 32.5 avg. damage with a Reflex save bringing it to 16.25 avg. damage, which is inferior to spells like Fireball; 3) It won't work on Undead (unless you have the Threnodic Spell feat), Constructs (unless you have the Constructed or Impossible bloodline with Eldritch Heritage), Oozes and Vermin (unless you have the Coaxing Spell feat), or Plants (unless you have the Verdant Spell feat); 4) Classes like paladins are also unaffected by panic. On the upside it is sonic-based which means hardly any creatures with that damage resistance.
CloudCobra |
Level 7
(****) Hungry Darkness (Inner Sea Magic, p.56) [Evoc.]
Deeper Darkness that deals 3d6 force damage and 2 CON dmg. each round;
1d6 bleed damage once leaving the cloud until receives magical healing or enters bright light.
Verdict: I love this spell. It has no save, creates an area where Darkvision can't see inside it, and everybody else is effectively blind. Even when they leave they still lose health. To counter any magical healing use Woundweal before applying this spell, and watch the fun ensue.
(****) Caustic Eruption (Ultimate Magic, p. ) [Conj.(creation)]
30-ft.-radius burst around you causes 1d6 points/CL (max. 20d6) to creatures and unattended objects. If A failed Reflex save on the initial burst requires the acid to be neutralized, dispelled or washed away lest it cause creatures and objects additional 1d6 points of acid damage/2 caster levels (max. 10d6) for 2 rounds each round.
Verdict: Very good crowd control and a very good punishment for anybody who tries to get too close to you. By the time they're supposed to be that close you better have debuffed them enough to make that a death sentence for anything not immune to acid.
(***) Waves of Exhaustion (Core, p.368) [Necro.]
60 foot cone-shaped burst causes all living creatures in the spell's area to become exhausted.
Verdict: Waves of negative energy completely cripple both melee and ranged combatants with no saving throw. Unfortunately this spell has no effect on creatures that are already exhausted. Still, it's a good way to debilitate several enemies quickly, fast, and in a hurry. Just like Waves of Fatigue it's a good way to bypass Spell Resistance.
(**) Resonating Word (Ultimate Magic, p.235) [Transmutation (sonic)]
Speaking a word of power causes ever increasing effects over 3 rounds. All damage is halved with successful Fortitude save and negates secondary effects. Round 1: 5d6 pts. sonic dmg. + 1 round staggered; Round 2: 5d6 pts. sonic dmg. + 1 round of stunned; Round 3: 10d6 pts, sonic dmg & 1d4+1 rounds stunned.
Verdict: Yes, you can cast this spell from 100 ft. away. Yes, the spell does escalate with every round. BUT these successive effects ONLY grow stronger for each saving throw the creature FAILS. So, your target has three chances to save itself from most of the bad effects. That's bad, unless you've thoroughly affected your target's Fortitude save ability to disallow that chance.
(**) Recorporeal Incarnation (Second Darkness: Endless Night, p.10) [Necro.]
Replaces target's body with a recently deceased corpse (<24 hours or preserved by gentle repose). Target gains appearance, size bonuses/penalties, extraordinary abilities, natural abilities (natural attacks & senses), but not racial abilities or spell-like abilities. Lasts 1 week/CL.
Verdict: A useful way for a necromancer to not have to rely on illusion magic. Still acts as a near-perfect disguise. When targeted by Detect magic the target sheds no magical aura, though the focus item gives off an aura of strong necromantic magic. True seeing does not reveal the target’s true form, since the disguise itself, while magically achieved, is a mundane (but masterful) disguise. The spell Detect undead, however, does note the target as an undead creature with the same number of Hit Dice.
(***) Shadow Conjuration, Greater [Ill. (shadow)]
Functions like shadow conjuration, but rather duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower.
The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.
Verdict: Now conjuration spells are 60% real, which is a significant improvement, but how many spells are you realistically duplicating with this, a 7th level spell? Summoning, Walls. That's pretty much it, and in every case, inferior to the original. But I like the versatility, so sue me.
(****) Project Image
Verdict: Project Image sends an illusionary image of you forth, however, unlike other illusions of you (like created through mislead), your spells actually originate from the projected image (your choice, spells of touch or greater distance, so no "self-only" spells). You can also see and hear from the projected image if you like. I love this spell because firstly, it's a lot more convincing if the spells are actually coming from the illusion, second (and more importantly) I like it as a way (the only way I know of) to circumvent the limitations of line of effect (you need line of effect to your projected image, and it needs line of effect to the spell, so that means casting around corners etc.) Finally, I like it as a way to increase range, the range of the projected image is medium - so deliver touch, short range, or cone spells all at medium range, or double the range of a medium range spell. The duration is short, which is the main disadvantage of this spell. Still, highly recommended.
(***) Teleport, Greater
Verdict: Teleport anywhere, take your friends, 100% accuracy, no limited distance.
(**) Object Possession, Greater (Occult Adventures, p.179) [Necro.]
Verdict: Can possess an object up to Gargantuan size (5 CP). Can't use any spells or abilities while possessing an object. Can move up to medium range away from your body.
Verdict: Again, it's situational. Not a must-have in your spellbook, but it could potentially be useful.
(**) Control Undead
Verdict: You can take control of multiple undead (2 HD/CL), but they get a saving throw to resist (Will). If you take control of them, the duration is one minute per level - not bad. If you are fighting undead consistently, I would be all over this. Otherwise, very situational.
(**) Finger of Death
Verdict: Save or die - whooops! Not anymore. Now it's save or take damage. You know - kinda like Disintegrate. If you want save or die vs. Fort, go for Flesh to Stone instead.
(***) Giant Form I
Verdict: Turn into a troll and get regeneration. I assume you can still cast in this form too. You'll get a Con bonus and natural armor bonus too. Overall, I think that is likely worth being large. Please remember you are not a melee character. The dragon form is better for utility, but I do like regeneration.
(***) Limited Wish
Verdict: Wonderfully versatile spell. However, me, being the miser I am, can't get past the 1,500 gp material component to cast this spell. I can't see scribing a spell into my spellbook and memorizing it regularly, knowing that every time I cast it, I lose that kind of money. Sorry. I will note that there are those out there who will STRONGLY disagree, saying limited wish is one of the best spells in the game. Just making you aware of that, but my opinion won't change.
CloudCobra |
Level 8
(*****) Bestow Curse, Greater (Secrets of the Sphinx) [Necro.]
It's very easy to kill enemies when they can't do squat 75% of the time. Now we can give our enemies a -8 penalty to all d20 rolls. The -12 to one ability won't help you (we still have the minimum ability score of 1 problem), but if you're fighting something stronger then consider this the spell as the initiation. Otherwise, hit them with a -6 to Dexterity and Constitution in general, with Wisdom and Intelligence against spellcasters. The curse of unluck is also a nice touch, but it depends on the GM whether he wishes to invoke it. Putting a 1 round staggered effect on the target each time it takes damage can also be a serious hamper. The other effects can be useful against spellcasters and melee or ranged characters but are more situational.
Verdict: A very useful spell, even if it's just against a single creature. It doesn't have to just serve as a de-buff, you know. Spend a little time on the wording and you can turn a Bestow Curse into something as powerful as a Wish spell by afflicting somebody with Lycanthropy or other kinds of templates. That makes this spell, and its lesser cousin, VERY desirable.
(**) Orb of the Void [Necro.]
As a move action, move 1-ft. Diameter sphere up to 30 ft. per round in any direction. Stops when entering a space with a living creature. Creature gains one negative level (Fortitude negates). Creature must make another Fortitude saving throw (same DC) 24 hours later or gain a permanent negative level.
Verdict: Fortitude-based flaming sphere but based on negative energy. Alas, an individual creature can be affected by the orb of the void only once per round, even if the orb moves through its space more than once.
(**) Possession, Greater (Occult Adventures, p. 181) [Necro.]
Verdict: Works the same way as possession, however, your physical body vanishes. Also, you can possess creatures like non-native outsiders and incorporeal undead. Situational, but at least now you've got a remedy against those pesky creatures.
(****) Clone
For 1,000 gp you can have this "get out of death free card" hidden somewhere safe. Note that if you die, you will awaken in the clone, and the poor Cleric trying to resurrect you in combat is going to be very disappointed. However, otherwise, this is a nice death-contingency (just make sure the rest of the party know). Use a teleport to return, reclaim your stuff, and claim the corpses of your allies. You get 2 negative levels when the clone awakens, so get a restoration too. Or - clone the entire party then you have no corpses to claim. TPK's become near impossible. That's good value for the material cost. Hint: Buy some cheap equipment and leave it with your clone...also leave an extra copy of your spellbook. Being prepared is just the right thing to do.
(***) Shadow Evocation, Greater [Ill.]
Verdict: I like Illusion spells that replicate other schools of magic. You can never have too much versatility.
(***) Sunburst [Evoc.]
Verdict: Overall not a bad spell. Long range burst effect with a really great radius (80'!). All creatures within make a Ref save, if they fail they are blinded and take 6d6 damage (permanent blind). Against undead it does 1d6 per caster level damage. The damage really isn't the candy here, it's the size of the effect and the blindness. This is a spell for mass amounts of enemies, not single targets.
(****) Polar Ray (Core, p.323) [Evocation (cold)]
Ranged touch attack with freezing ray deals 1d6 points of cold damage/CL (max. 25d6) and 1d4 Dexterity drain.
Verdict: Oh yeah, lots of damage potential. Also, it “drains” DEX...yeah... the bad kind. No saving throw either (but SR applies). I like it!
(****) Horrid Wilting [Necro.]
Verdict: Pure blast, but certainly one of the best pure blasts in the game. No energy types here, you just take damage. The range is long, and you target specifically, so your allies are safe. Fort save for 1/2 damage.
(**) Soul Reaver (Mythic Origin, p.15) [Necro. (death)]
Deal 1d6/CL (max. 20d6) to each living creature in a 20-foot radius spread (Fort. Half).
Verdict: Still faces SR, and has a Close range, but still a solid way to deal a decent amount of damage in an area. Unfortunately it does not distinguish between your team mates and enemies without a metamagic feat. Get's more power at Mythic levels, but we won't cover that in this guide.
(**) Charm Monster, Mass [Ench.]
Verdict: This is twice the level of Charm Monster. You better be targeting a whole slew of creatures with this. It's basically a mass save or lose spell. It's OK, but the level seems a bit high.
(****) Maze
Verdict: Remove someone from combat with no saving throw. This is quite good. It's really a strong "Divide and conquer" option, because you are just removing one enemy from combat - poof. When he comes back, his partner is a corpse, and then, so is he. This can also be useful against a single foe. Cast Maze, raise buffs, prepare for his return.
(****) Planar Binding, Greater
Verdict: Now the creature is up to 18 HD. This really opens the door to just about anything short of the big guns (Balors, Pit Fiends, Solars). It's a good spell for the same reason the lesser versions are.
(***) Irresistible Dance (Core Rulebook 303) [Enchantment (compulsion){mind-affecting}]
Failed Will save causes 1 living creature to caper and prance in place, imposing a –4 to AC and a –10 on Ref. saves, negating any AC by held shield. Dancer provokes attacks of opportunity each round.
Verdict: Nerfed compared to its previous version. Normally lasts 1d4+1 rounds, but if the target makes a Will save it still has to caper for 1 round, which still buys your party time to surround the enemy. Next to Bestow Curse this is THE way to directly affect a target's AC.
(***) Prediction of Failure (Ultimate Magic, p. 232) [Divination (curse, fear, mind-affecting)]
Wracks single target's body and mind with the anguish and suffering of every bitter failure it will ever experience. Causing a random minor spellblight (for spellcasters), as well as a permanent shaken and sickened effect (Will save reduces the duration to 1 round per level).
Verdict: Nothing like causing permanent damage and added insult to injury with a spellblight. Even if the target makes its Will save you still affect it, which is a consolation prize.
(***) Tomb Legion (Osirion: Land of Pharaohs, p.27) [Necro. (evil)]
Creates 1d4+2 mummies which can't be more than 30 ft. apart
Verdict: Since it works like the shambler spell, the mummies will remain for 7 days during which they willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. If they merely serve for guard duty at a specific site or location they last for 7 months. Each mummy can see 60 feet in the dark, has an AC 20 (Shambling Mounds only have 19), each mummy's slam attack causes Mummy Rot, and, on top of that, anyone coming within a 30 foot radius of one mummy comes under its Despair effect which can cause paralysis (1d4 rounds) from fear (DC 16 Will save). So, don't come too close until your Will save can handle it.
CloudCobra |
Level 9
(*****) Wish [Univ.]
Verdict: Quite frankly one of the most versatile spells in the game. It does require 25,000 gp per casting in the form of a diamond. If you have Blood Money then the costs of this spell are not even that bad. It's also slightly cheaper than the manuals that give insight bonuses to ability scores. There's no reason not to have this in your spellbook.
(****) Time Stop
Verdict: Free buffing for several rounds, setting up Delayed Blast Fireballs, throwing Prismatic Spheres around foes, bug-out with a Teleport, etc. There are many things that can be done if you're creative enough. There's no reason not to have this.
(****) Shapechange
Verdict: Basically cast this on yourself and switch between pretty much any polymorph spell once per round. Turn into a vampire for blood drain, a troll for regeneration, etc. It got horribly nerfed but it's still quite useful for what it's supposed to do.
(****) Astral Projection
Verdict: Traveling to other planes of existence is neat, but dying via hordes of demons in the Abyss can be a drag, for you and your allies. Fortunately, this spell keeps the good and eliminates any chance of the bad. Has your GM gotten smug when you've "killed" a demon on your own plane, implying that said demon is alive and well on his own plane now planning revenge? Well, turnabout is fair play. Welcome to the astral projection spell. There is a 1,000 gp cost, which I hate - but this is definitely a party-share benefit, so should be a party-share cost. It's actually circumstantial, but it's get out of death free when traveling to other planes. Astral Projection's strength is not it's travel capabilities, but the fact that it's basically a "free preview" option for anything dangerous you may want to attempt. Once you're on the Astral Plane, simply Plane Shift back to the material plane, and now you're walking around in a body with all your abilities and items - but nothing bad happens if you die.
(****) Shades [Ill.]
Verdict: The benefit of Shades is that it is every single conjuration spell of 8th level or lower. Because it is every conjuration spell, both Arcane and Divine, Shades is on par with Wish for candidate of being the mightiest Arcane spell. Hell, in lots of ways, it's vastly more powerful than Wish, because you don't need to provide any material components. Everything you cast via Shades you cast for free. You can bring people back from the dead, for free, you can restore levels, for free, you can create a planar resort for you and your friends, for free. So, until the Designers give us a definite answer on how this spell is supposed to work, I shall stick with this assessment.
(****) Parasitic Soul (Book of the Damned, Vol. 3, p.39) [Necro. (death, evil)]
Verdict: There are already so many shenanigans that you can pull with magic jar, and now you're given a permanent means of doing it, too. This is basically your immortality spell by jumping from body to body, which would even allow you to switch races and certain creature types.
(****) Energy Drain [Necro.]
Verdict: A solid debuff. Just as Enervation, this spell stacks with itself. It's somewhat of a waste though to use it on undead. If you can heal through negative energy, there may be some use to it if you really need it.
(***) Canopic Conversion (Osirion: Land of Pharaohs, p.26) [Necro.(death, evil)]
Verdict: By itself the damage is decent, and the effect is quite nice. If you hold a jar you can communicate with the mummy through a common language, and gain protection from evil and sanctuary against the mummy, which is good because you don't want it to attack you. If the mummy does make the Will save you can open or destroy a jar to invoke a Suggestion spell on it (Will save DC 23). Unsealing all 4 jars (takes 10 minutes) provides a geas effect on the mummy (Will save DC 23). Technically, you could even use this spell on yourself with a Contingency but the -2 to INT sucks.
(**) Wail of the Banshee [Necro. (death, sonic)]
Verdict: Wow, this spell was horribly nerfed! You better have done some serious de-buffing before you even dare to set this one off. Otherwise, if those enemies make their Fort. save you'll look pretty stupid, and probably end up dead soon afterwards. Also remember that this spell does not differentiate between friend and foe, so be careful when you use it.
(**) Scourge of the Horsemen (Horsemen of the Apocalypse, p.39) [Necro. (acid, evil)]
Verdict: A medium range spell that's best used after you've done some serious de-buffing on your enemies in order to deal decent damage. A bit underwhelming though because of the damage cap.
CloudCobra |
REMEMBER THAT ELDRITCH RESEARCHER IS YOUR FRIEND
We finally have legal access to all our old 3.5 material that had the nifty spells that really allow us to be an Arcane healer and Debuffer, and also new Third Party Publishing material.
Level 0
Bloodwound (Troll Lord Games - Path of the Magi, p.80)
Slash Tongue (Book of Vile Darkness, p.103)
Level 1
Bestow Wound (Heroes of Horror, p.127)
Backbiter (Spell Compendium, p.23) [Necro.]
Negative Energy Ray (Tome and Blood, pp.93-94)
Parching Touch (Sandstorm, p.118) [Necro.]
Shivering Touch, Lesser (Frostburn, p.104)
Level 2
Curse of Impending Blades (Miniatures Handbook, p.35) [Necro.]
Dance of Ruin (Book of Vile Darkness, p.90)
Death Blossoms (The Quintessential Sorcerer, p.80)
Desiccating Bubble (Savage Species, p.65)
Escalating Enfeeblement (Complete Mage, pp.103-104)
Kelgore's Grave Mist (Player's Handbook 2, p.116) [Conj./Necro.]
Tendrils of Darkness (Unveiled Masters: The Essential Guide to Mindflayers, p.78)
Touch of Agony (Dragonlance – War of the Lance, pp.49-50)
Level 3
Cannibalize (Secret College of Necromancy, p.24)
Curse of Impending Blades, Legion's (Miniatures Handbook, p.35) [Necro.]
Disrupt Undead, Greater (Spell Compendium, p.68) [Necro.]
Healing Touch (Magic of Faerun, p.100)
Life Tap (Diablo II – Diablerie, p.42)
Negative Energy Burst (Tome and Blood, p.93)
Shivering Touch (Frostburn, p.104)
Transfer Life (Kingdoms of Kalamar – Villain Design Handbook, p.115)
Level 4
Doom Scarabs (Player's Handbook 2, pp.110-111) [Conj./Necro.]
Evil Glare (Planar Handbook, p.98) [Necro.] {Evil, Fear, Mind-affecting}
Life Transfer (Dragonlance – Towers of High Sorcery, p.47)
Mindfrost (Frostburn, p.102)
Negative Energy Wave (Tome and Blood, p.94)
Sinsabur's Baleful Bolt (Forgotten Realms - Unapproachable East, p.52)
Level 5
Channeled Lifetheft (Complete Mage, pp.98-99)
Night's Caress (Libris Mortis, pp.69-70)
Shadow Leech (Races of Renown – Aasimar & Tiefling, p.68)
Spiritwall (Tome and Blood, p.96)
Stelan's Blood Tentacles (Relics and Rituals 2, p.139)
Thalassemia (Stormwrack, p.123)
Transfer Essence (Dragonlance – Towers of High Sorcery, p.52)
Level 6
Essence Shift [Necro.]
Fleshshiver (Spell Compendium, p.95) [Necro.]
Ray of Entropy (Spell Compendium, p.167) [Necro.]
Spectral Touch (Libris Mortis, p.71)
Level 7
Avasculate (Libris Mortis, p. 62)
Blindness/Deafness, Mass (Frog God Games – Book of Lost Spells)
Sword of Darkness (Complete Arcane, p.126)
[/spoiler
Level 8
[spoiler]
Avascular Mass (Libris Mortis, p.62)
Horrid Wilting (Pocket Grimoire Arcane, p.113)
Leech Field (Relics & Rituals, p.88) [Necro.]
Leech Undeath (Magic of Eberron, p.98)
Negative Energy Geyser (Relics & Rituals II, p.128)
Level 9
Hide Life (Tome and Blood, p.91)
CloudCobra |
Normally I would agree, but this guide is not exactly for PFS.
It's not exactly for a character class that a lot of people play either.
However, it will give people some new ideas when it comes to the new stuff that Paizo has published.
I haven't seen it in any other guide that's out there, so I'm going to be cheeky and claim my own niche. :P
UnArcaneElection |
Okay, now I read this when I should have been doing bills etc. (I have the wrong primary Deadly Sin for Necromancy -- should be Gluttony, but is instead Sloth):
If you have racial Darkvision and become a Shadowcaster Wizard, as long as you are talking about GM boons, it is probably easier just to have the GM house-rule that your 5th level Wizard Bonus Feat/Discovery doesn't get replaced -- this is especially the more useful option if you went VMC.
Would have like to see mention of Thassilonian (Sin Magic) Specialist Wizard, although having Abjuration as a Prohibited School really hurts unless you have somebody in the party who can cast those spells, and you really need to invest in Use Magic Device.
Where did you get the whole academy training thing from? This reminds me of not only Harry Potter, but the character building process in the 1977 version of Traveller, except that didn't give you the option to Take 10, and you had an unavoidable random chance of dying during character creation. On the other hand, SEVEN YEARS of FOUR SEMESTERS EACH?! And I thought my college experience was rough . . . .
VMC Sorcerer does NOT give you the Sorcerer Bloodline's Bloodline Spells or Arcana -- it is really just a variant version of Eldritch Heritage that doesn't require Skill Focus or high Charisma, but gives you most of the Bloodline Powers later.
VMC Cleric only gives you spontaneous casting if you actually have the Cure-series spells on your spell list. The only ways that I can think of to get those spells on your actual spell list (Spell Sage's 2-to-1 spontaneous conversion doesn't count) or the Pathfinder Savant prestige class (Esoteric spells feature), which is inefficient because the spells are 1 level higher for you than for their home class.
I don't think the Race Points buy-down/buy-up for spell-like abilities is going to gain significant acceptance at any tables that have GMs that know what they are doing.
Asmodeus doesn't actually have any Paladins. This has been explained as an error in one of the early sourcebooks, although the Asmodean Church probably advertises that it has such. And by the time you are getting able to get decent benefits from Infernal Contracts, you are probably not all that far off from being able to get them yourself, unless you are some kind of Diabolic specialist, which suggests Conjuration (Infernal Binder), not Necromancer (Life). Besides, you don't REALLY want to encourage your GM to be the Devil, do you?
Not sure how you get a Witch Patron onto a Wizard, even a Pact Wizard or Familiar Adept. VMC Witch doesn't do it either (you get the Patron for roleplaying purposes, but it doesn't say that it gives you the spells), and is just BAD (Hex stuck at 1st level until you get to 15th level, and then 2nd Hex stuck at 1st level).
A few of the 1st level spells are missing their Arcane School in the first part of your list, as are most of the 6th level spells, many of the 7th level spells, and some of the 9th level spells and D&D 3.5 spells. Also, Limited Wish isn't so bad, given what you point out for using Blood Money to mitigate the cost of Wish.
Still, it gives me some new ideas for playing a Necromancer, which I thought was just bad before; but I see that a significant number of Necromancy spells have come out since the last Wizard guide (other than the recent partly ACG-specific Wizard guide) was written.
Edit: I was going to mention Spirit Whisperer, but it replaces Arcane School with a Shaman Spirit and the option to gain Shaman Hexes for debuffing prowess that also saves you on spells per day. Still, if you want to go Necromancy-themed debuffing-centric, Shaman has a Necromancy-focused Spirit, so (pending more study of the Shaman class that gets hybridized into Spirit Whisperer Wizard) thus might be a good alternative.
CloudCobra |
Would have like to see mention of Thassilonian (Sin Magic) Specialist Wizard, although having Abjuration as a Prohibited School really hurts unless you have somebody in the party who can cast those spells, and you really need to invest in Use Magic Device.
You can't mix the Life School with Thassilonian Specialist. They're each a school onto itself.
Where did you get the whole academy training thing from? ... On the other hand, SEVEN YEARS of FOUR SEMESTERS EACH?! And I thought my college experience was rough . . . .
Inner Sea Magic, pages 19-20; 27.
Guide to Korvosa, p. 53Well, each school has different lengths when it comes to "semesters." Technically a semester would be two terms a year, trimester would be three terms a year, etc. but it's just the way the writers wrote it this way. It's weird, I know...
I don't think the Race Points buy-down/buy-up for spell-like abilities is going to gain significant acceptance at any tables that have GMs that know what they are doing.
I'm sure it won't. I was just trying to show that it can be done in order to make the concept actually work the way it was supposed to work.
VMC Cleric only gives you spontaneous casting if you actually have the Cure-series spells on your spell list.
Under RAW I would agree that you need the Pathfinder Savant prestige class, but Samsarans might create a blur under RAI through the Samsaran's Mystic Past Life alternate trait and the Familiar Adept archetype. If you can cast Cure Light Wounds or Inflict Light Wounds as a Samsaran you may as well convert other spells into it - but that would be up to the GM. Even Spellcasting Contract might skew this a bit towards RAI.
And by the time you are getting able to get decent benefits from Infernal Contracts, you are probably not all that far off from being able to get them yourself, unless you are some kind of Diabolic specialist, which suggests Conjuration (Infernal Binder), not Necromancer (Life).
You could take the Diabolist prestige class from Book of the Damned Vol. I to get ahold of an imp as well. The idea here is that there is a chance you can already get ridiculously broken while you're at Wizard School and not just later in the career. Infernal Contracts are about power - pure and simple.
MC Sorcerer does NOT give you the Sorcerer Bloodline's Bloodline Spells or Arcana.
RAW you are right. I guess I misread the Bloodline part. But, hey, if you get ahold of an Infernal Contract you can pretty much bend the rules! Just create a feat that gives you the Bloodline arcana. :P
UnArcaneElection |
You can't mix the Life School with Thassilonian Specialist. They're each a school onto itself.
{. . .}
The way I understand it, Thassilonian Specialist modifies any Arcane School (except Diviner or Universalist), because the Arcane School powers are not specified (for alteration purposes or otherwise). (Note: I WISH that Thassilonian Specialist did something with the Arcane School powers -- I could see a Sloth Mage getting Summoner-like powers in place of the normal Conjuration School powers, or a Wrath Mage getting Rage, Rage Powers, and Mad Magic in place of the normal Evocation School powers, etc.)
CloudCobra |
I initially had Thassilonian Specialist as part of the guide, but, alas, no. James Jacobs was quite specific on that.
James Jacobs still says no. Thassilonian specialists are what they are because of their intense and focused study on their chosen specialization. Branching out from that into a sub school would be akin to one of them trying to be a divination specialist... no such thing.If you're a Thassilonian specialist, you pick one of the 7 choices listed and take the opposition schools listed. It's a lot more structured and rigid and leaves less customization.
He [James Jacobs] contradicted himself because he had time to think it over and realized that the whole point of Thassilonian specialists is that they're rigid and don't customize... and because the themes that link the sins to the 7 specific schools of magic run VERY deep and have a lot of symbolic meaning. I spent many hours working out those meanings to make sure that they were all the exact right choices. Picking one of those 7 schools is what defines you as a Thassilonain specialist.
AKA: I make mistakes too.
If you play a Thassilonian specialist, you cannot specialize in a sub school. They are two mutually exclusive wizard options. Pick one or the other but not both.
UnArcaneElection |
Here is the James Jacobs post link, and then see 3 posts down. Had to use Google instead of the messagesboards Search to find it. Other threads that came up since then pointed out that technically, the denial of subschool specialization to Thassilonian Specialists isn't yet in Rules As Written since it hasn't made it into an actual FAQ/Errata, but it is a good candidate to do so eventually, so it would not be wise to build a character on subschool specialization on a Thassilonian Specialist chassis.