| Hitlinemoss |
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The boringly obvious answer is probably Summon Undead. Thematic relevance aside, summon spells are a nice way to get a good amount of mileage out of a single spell slot, and you can have the summon flank with your own thralls. Something like Ooze Form or Aberrant Form might be relevant for similar reasons (though once you're in a battle form, you can't summon new thralls).
| Tactical Drongo |
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-Soothe and Fear are always decent choices
-If you move in close bane and malediction are things that help you and your allies
-command could easily be flavored to command the enemies skeleton :P
-invisibility to slip away between your thralls
-since the necromancer has some singing flavor sonata span might be oddly fitting (and so are many other sound based spells)
-rouse skeletons, thematically very fitting and with summon thralls being one action a movable sustainable aoe seems very handy
to name some examples - I also fully expect that book where the class comes in to deliver new and thematically fitting occult spells
| YuriP |
Soothe only! kkk
Being honest I have a problem with prepared spells that's the fact that you don´t know what you will really need along the day. I saw some people here saying Bless, Force Barrage, Fear even Runic Weapon! But let's be honest do you really will use these spells knowing that you can cast them only twice per day and you have to deal with all the thrall action economy?
Let's put in a more practical example. Bless is pretty good but you will need to be closer to allies to it worth what will depend from your party formation. If one or more of your allies are ranged OK, you can keep at safe distance while buff then and then put your thralls into the fray. But if most of your allies are spellcasters and melee do you really go to the frontline using you scarce action economy and risk your self to buff then instead of focus in your thralls and your focus spells?
Most others spells falls into the action economy efficiency problem Fear is good but you are using 2-actions to put one enemy with -2 or -1 the it will recover in the end of its turn, command go to a similar situation you use 2-actions to force an opponent to use just one. Make sense in way to force an enemy to trigger an ally reaction but you will use this twice and nothing more until the end of the day. Force Barrace may be good to KS finish an low-life oponent and prevent it to act but you really will use an spell that deal 1d4+1 per action when you thrall does 1d6 and you can do the other 2d4 via a cantrip?
I'm not really saying that these spells are bad (ok some are) but as necromancer with a very limited set of spell slot in the early game you probably want and will focus into your thralls and focus spells (otherwise makes more sense to make a char with a more dedicate set to spellslot's spells like sorcerer or even a wizard) probably what most necromancers will really do will be prepare Soothe to heal someone in a emergency situation and scrolls when you have a high enough level to buy a bunch of them without waste all your money.