Well, yeah. Castle mike is not correct about the rul, but it isn't completely clear either. I am playing a necromancer who is level 7, and so having studied how that all works, I fully realized that this was a bonus that kicks in later once you could animate/control undead. (someone less familiar with the rule could easily wonder if he gets' sumthin at 1st level) It goes from a completely useless power to one of the more over powered specialists once you hook up with animate dead. I mean, based on my experience with animate dead, it's a pretty sick spell if the rest of your party can deal with the fact that you’re using it. Then you get to double what you can control... so you could at 8th level be walking around with 10 6 HD troll skeletons (previously 5) then you hook up with mind poison to keep the enemy clerics at bay and your roll over everything. Anyway, even my DM was confused about how you use this power at 1st level…
What about this: Every specialist gets to pick one spell from each spell level he can cast that is in his school (and on his spell book) and once per day, he can cast those spells as a spell like ability, except unlike a normal SLA, he can use his normal DC for that spell level and school AND he has to abide by the normal requirements for the spell. That would maintain the backwards compatibility aspect of the plan.
oh and "6. Necromancers: --As with the enchanter, a necromancer trying to use this ability is a dead necromancer. I understand that it's supposed to "finish off" wounded enemies, but a range on it would be nice (especially considering that enemies don't really have a chance to stabilize)." toss in spectral hand (2nd lvl spell) and you have a decent range on any touch spell and a +2 to hit.
Psychic_Robot wrote:
Well, ok sure. Maybe. So then you double their key ability? beholderbob wrote: In general - fewer spells and more abilities - why grant spells to people who cast spells, give them something more unique when possible I dont' really agree with that... spells are why you become a wizard and the spells you pick make you unique. For a 3.5 specialist, you are supposed to give up 2 schools AND 1/2 of your free spells should come from your specialist school. If the goal of this change was to give abilities instead of spells to make you unique - then it fails at that by replaceing self selected spells (unique) with pre selected abilities (same for everyone) that mostly mimic spells but are less likely to work becasue they rely on cha not int.
Well, i am assuming he means doubling the HD of undead I can control. Having quadruple the melee power of my 4 player party (and all the other wizard spells) just seems bad for the enjoyment of the rest of the players. and my hit dice are better. for me, I don't like my extra spells that I pick getting traded for spell likes someone else picked and havine the DCs all shrink because my charisma is 5 (Int 18 or 20 with new elf rules) |