Necromancy and general evil spell questions.
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Abox18
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Necromancy and general evil spell questions.
There's no getting around if a spell is considered evil or not, game mechanic wise at least. That being said, I'm fairly certain necromancy (as in raising an undead minion to help fight) is grounds for attack on sight. Are there any other spells out there that I need to be aware of so as to not waltz into a group of people wearing some "please kill me spell" ???
Also, general tips for playing a Necromancer and not getting murdered on sight. Wouldn't mind seeing necromancer / Pale mancer builds. Still trying to decide what feats I want to take and when.
Burritos and love in advance.
Also, general tips for playing a Necromancer and not getting murdered on sight. Wouldn't mind seeing necromancer / Pale mancer builds. Still trying to decide what feats I want to take and when.
Burritos and love in advance.
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- Blackman D
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Re: Necromancy and general evil spell questions.
if you gonna play a necromancer then it comes with the territory that righteous asses will wanna kill you...
if you wanna openly practice without worrying about that then come down to the UD
you can join the school of necromancy tho its not required, but as far as wiz/PM goes there are a lot of ways to build it so kinda depends on what you want
if you wanna openly practice without worrying about that then come down to the UD
you can join the school of necromancy tho its not required, but as far as wiz/PM goes there are a lot of ways to build it so kinda depends on what you want
everyone is evil till proven otherwise
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Re: Necromancy and general evil spell questions.
I could use a fellow necromancer in the school of Necromancy down in the UD 
- Hawke
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Re: Necromancy and general evil spell questions.
I would double check the rules... there are an extremely few reasons for auto KoS. Someone could attack the summons, but as the summoner... I think there needs to be an RP out still.
As far as advice?
Use Disguise to change your name (to prevent ooc spillage) and wear a different outfit and mask.
That way when you get away... you are good to go. No way of finding out who you are (unless you leave body parts behind to scry off of) ICly and OOCly you stop the meta there.
As far as advice?
Use Disguise to change your name (to prevent ooc spillage) and wear a different outfit and mask.
That way when you get away... you are good to go. No way of finding out who you are (unless you leave body parts behind to scry off of) ICly and OOCly you stop the meta there.
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Sputnik
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Re: Necromancy and general evil spell questions.
This is true. Having any kind of summon out is not a valid reason for KoS.Hawke wrote:I would double check the rules... there are an extremely few reasons for auto KoS. Someone could attack the summons, but as the summoner... I think there needs to be an RP out still.
That said, there is a ruling that can cause confusion:
Summoning the dead is considered a serious crime in many places.If you commit an IC crime either within city limits or in front of witnesses, you are considered to have consented to PvP for the players who have witnessed or been a victim of the crime, and no RP out is required.
Those places have NPC guards however, and summoning the dead in such areas is considered godmodding. PvP in such areas is also considered godmodding, so even if other toons see your summoner godmodding, they cannot then godmod you as a reaction.
If you are seen doing such in an area without NPC guards, such areas are technically 'lawless'..
So I'm not sure if summoning the dead would be considered an IC crime there.
Could this be clarified?
@OP: Read the new PvP rules very carefully. There is absolutely no danger from other players anymore. You'll never get murdered on sight so long as you don't consent to it.
If caught doing something shady, chose your RP out and carry on.
The worst thing that will happen ICly is a bad reputation in certain circles. A disguise can solve this problem.
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Re: Necromancy and general evil spell questions.
Couple of build options for a Necromancer:
Wiz 30 - benefit is that you get a bunch of bonus Wiz feats for things like quicken spell, Epic SF: Necromancy, and tons of Great INT (plus Vampiric Feast, of course)!
W17/PM10/SD3 - HiPS Mage...nuff said. CL will cap at 27, so HiPS should be used defensively to avoid dispels where possible.
W14/PM10/SA3/SD3 (requires DM approval and Shar as deity) - HiPS mage with increased Necromancy and Illusion DC's. CL27, 28 for Necromancy and Illusion spells.
W10/PM10/BM7/SA3 - Can get solid DC's for Necromancy and other spells. No HiPS, but this is probably the 'ultimate evil' mixing in Shadow Adept and Blood Magus.
W27/SD3 (or 26/4) CL30, lots of Wiz feats, HiPS...downside is that you won't be able to take SD until level 18 so until then you are leveling as pure Wiz, but have to take Dodge/Mobility instead of other beneficial feats. PM opens up SD faster, but ends at a lower CL.
HiPS is HUGE if you are not a very skilled mage player (like me
), but not required for more skilled mages that understand how to use spells for positioning. If you need specific build assistance in the DB just pick out which classes you are interested in. Note that SA and BM requires a bit of stand ins since they are BG unique and can't be selected in NWN2db.
Wiz 30 - benefit is that you get a bunch of bonus Wiz feats for things like quicken spell, Epic SF: Necromancy, and tons of Great INT (plus Vampiric Feast, of course)!
W17/PM10/SD3 - HiPS Mage...nuff said. CL will cap at 27, so HiPS should be used defensively to avoid dispels where possible.
W14/PM10/SA3/SD3 (requires DM approval and Shar as deity) - HiPS mage with increased Necromancy and Illusion DC's. CL27, 28 for Necromancy and Illusion spells.
W10/PM10/BM7/SA3 - Can get solid DC's for Necromancy and other spells. No HiPS, but this is probably the 'ultimate evil' mixing in Shadow Adept and Blood Magus.
W27/SD3 (or 26/4) CL30, lots of Wiz feats, HiPS...downside is that you won't be able to take SD until level 18 so until then you are leveling as pure Wiz, but have to take Dodge/Mobility instead of other beneficial feats. PM opens up SD faster, but ends at a lower CL.
HiPS is HUGE if you are not a very skilled mage player (like me
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Re: Necromancy and general evil spell questions.
Necromancy is awesome... just have to be careful where you use it and infront of who. Not many people know IC that Exordius practices necromancy and other dark arts.
Were they to find out things would get complicated.
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Abox18
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Re: Necromancy and general evil spell questions.
I've never made an underdark character, though it's always interested me. PLUS, Necromancy IS my favorite school of magic. It certainly would be a huge bonus to be able to RP out my Necromancer without having to screw my survivability by not casting my most beneficial spells.Blackman D wrote:if you gonna play a necromancer then it comes with the territory that righteous asses will wanna kill you...
if you wanna openly practice without worrying about that then come down to the UD![]()
you can join the school of necromancy tho its not required, but as far as wiz/PM goes there are a lot of ways to build it so kinda depends on what you want
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Abox18
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Re: Necromancy and general evil spell questions.
That's a good chunk to take in, but as long as KoS because of a summon isn't a thing (usually) I think I could RP my way out of being found out. Or I hope I could at least, providing I don't jump into the deep end and make an UD character.Sputnik wrote:This is true. Having any kind of summon out is not a valid reason for KoS.Hawke wrote:I would double check the rules... there are an extremely few reasons for auto KoS. Someone could attack the summons, but as the summoner... I think there needs to be an RP out still.
That said, there is a ruling that can cause confusion:Summoning the dead is considered a serious crime in many places.If you commit an IC crime either within city limits or in front of witnesses, you are considered to have consented to PvP for the players who have witnessed or been a victim of the crime, and no RP out is required.
Those places have NPC guards however, and summoning the dead in such areas is considered godmodding. PvP in such areas is also considered godmodding, so even if other toons see your summoner godmodding, they cannot then godmod you as a reaction.They can however take screenshots and report you, so don't do it in those areas!
If you are seen doing such in an area without NPC guards, such areas are technically 'lawless'..
So I'm not sure if summoning the dead would be considered an IC crime there.
Could this be clarified?
@OP: Read the new PvP rules very carefully. There is absolutely no danger from other players anymore. You'll never get murdered on sight so long as you don't consent to it.
If caught doing something shady, chose your RP out and carry on.
The worst thing that will happen ICly is a bad reputation in certain circles. A disguise can solve this problem.
It seems like following a golden rule, don't summon undead around guards and paladins/good characters, is the biggest thing about being a necromancer above ground.
Bleh.
EDIT: Disguise? Like as in a skill or an extra set of clothing?
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- Marathados
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Re: Necromancy and general evil spell questions.
Seems appropriate to ask here:
Am I correct to assume, that the cleric spell "Slay living" is not considered evil?
Am I correct to assume, that the cleric spell "Slay living" is not considered evil?
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- Blackman D
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Re: Necromancy and general evil spell questions.
its necromancy isnt it? but i dont think he is the evil tag on it?
either way most would say the act of killing someone is evil in itself
either way most would say the act of killing someone is evil in itself
everyone is evil till proven otherwise
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Abox18
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Re: Necromancy and general evil spell questions.
Blackman D wrote:its necromancy isnt it? but i dont think he is the evil tag on it?
either way most would say the act of killing someone is evil in itself
I agree, I would think any spell designed to take away life would be considered evil. Slay living also has a pretty ominous name, probably hinting at what the answer is.
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Re: Necromancy and general evil spell questions.

The Lord of the End of EverythingIn ethos, Jergal is colder and more inhumane than his master, sanctioning the use and creation of undead by his followers, provided they serve the cause of advancing death in the world. He is not evil or malicious, but impassively records the death of all things.
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Abox18
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Re: Necromancy and general evil spell questions.
Steve wrote:The Lord of the End of EverythingIn ethos, Jergal is colder and more inhumane than his master, sanctioning the use and creation of undead by his followers, provided they serve the cause of advancing death in the world. He is not evil or malicious, but impassively records the death of all things.
Interesting. I've never thought of playing a cleric or whatever of Jergal, are there any active players doing this?
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Re: Necromancy and general evil spell questions.
Make a Svirfneblin necromancer, they are the necromanciest!
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