Hex of the Cursed Mind
Necromancer Feature
You hex a nearby creature, weakening their resolve until something shakes them from their despair.
At-Will * Shadow
Minor Action Close burst 10
Target: One creature in burst
Effect: The target is marked by you. The target remains marked until the end of your next turn or until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls and is weakened until after the attack is resolved. | Hex of the Carrion Feast
Necromancer Feature
You hex a nearby creature, drawing the undead to take their life, and claim the body for your army.
At-Will * Shadow
Minor Action Close burst 10
Target: One creature in burst
Effect: The target is marked by a creature you control. The target remains marked until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If the marked target makes an attack that doesn't include the creature that marked it, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within reach of the creature that marked it, it may make a melee basic attack against it. |
Deathknell
Necromancer Feature
Like a carrion bird, you feed off the death of your foes around you
Encounter * Shadow, Healing
Immediate Reaction Personal Trigger: A creature marked by your Hex is reduced to 0 or fewer hit points
Effect: You may use your second wind, even if you have already used it this encounter. Using this power doesn't count as expending the use of your second wind, allowing you to use it again this encounter if you haven't already.
Thrall Master: Instead, you may spend a healing surge but regain no hit points. A summoned creature you control regains hit points as if it had spent a healing surge and +2 to its defenses until the end of your next turn. |
Grasping Claws
Necromancer Attack 1
Your enemy cries out in pain as cold, cruel claws of bone rip in to them.
At-Will * Shadow, Cold, Implement
Standard Action Ranged 10
Target: One summoned creature you control
Effect: You command the summoned creature to attack an enemy adjacent to them.
Attack: Intelligence vs. Reflex Hit: 1d6 damage + Intelligence modifier cold damage and the target is slowed until the end of your next turn. Dread Master: This power has no effect, a range of Melee weapon and a target of one adjacent creature, instead of its normal effect, range and target. | Encroaching Fear
Necromancer Attack 1
Terror grips your enemy, causing him to instantly recoil.
At-Will * Shadow, Fear
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier damage and the target moves 1 square away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Thrall Master: The target flees from your choice of a summoned creature you control instead. |
Life Tap
Necromancer Attack 1
You drain the vitality of your victim to give new unlife.
At-Will * Shadow, Implement
Standard Action Melee touch
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage and you gain temporary hit points equal to your Constitution modifier.
Level 21: Increase damage to 2d6 + Intelligence modifier at 21st level. Thrall Master: This power has a range of Ranged 5 instead of its normal range. You may choose not to gain temporary hit points, and a summoned creature you control gains temporary hit points instead. | Pierce the Veil
Necromancer Attack 1
You pull through the veil between life and death, bringing forth something from the shadowfel.
At-Will * Shadow, Cold, Summoning, Implement
Move Action Ranged 5
Target: One unoccupied square
Effect: You summon a medium undead specter minion in to the target square until the end of your next turn. The specter has a fly speed of 6(hover) and has phasing.
Standard Action: Melee 1; targets one creature; Intelligence vs. Fortitude; 1d6 + Intelligence modifer cold damage. Opportunity Action: Melee 1; targets one creature; Intelligence vs. Fortitude; 1d6 + Intelligence modifer cold damage. Thrall Master: The spectre is not a minion, and has hit points equal to your bloodied value, as normal.
Special: The specter is insubstantial, has darkvision, is immune to disease and poison, and has resist 10 necrotic and vulnerable 5 radiant.
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Animate Medium Zombie
Necromancer Attack 1
You flood a fallen foe's animus with shadow, imbuing it with unlife for a short amount of time.
Encounter * Shadow, Necrotic, Summoning, Implement
Standard Action Ranged 10
Target: One dead medium creature
Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is a medium sized undead, has reach 1 and speed 4. You can give the animated zombie the following commands. If on your turn you do not command the zombie, it uses its instinctive action at the end of your turn.
Standard Action: Targets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage. Instinctive Action: If the zombie is not adjacent to a living creature it moves its speed towards the nearest living creature it can see. Otherwise it uses its standard action attack on the nearest living creature. If multiple creatures are equally the closest to the zombie you may choose which creature it attacks.
Special: Any critical hit to the zombie reduces it to 0 hit points instantly. The zombie has darkvision, is immune to disease and poison, and has resist 10 necrotic and vulnerable 5 radiant.
| Corpse Explosion
Necromancer Attack 1
As your enemy dies their corpse suddenly bloats and explodes, showering those nearby in gore and sharp fragments of bone.
Encounter * Shadow, Implement
Immediate Reaction Ranged sight Trigger: A creature marked by your hex is reduced to 0 hit points
Target: Each creature adjacent to triggering enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage and the target takes a -1 penalty to attack rolls until the end of your next turn.
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Aura of Pestilence
Necromancer Attack 1
Flies and other insects begin to swarm in a cloud of sickly mist that forms around you.
Encounter * Shadow, Poison, Conjuration
Standard Action Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: Constitution modifier poison damage and until the end of your next turn the target takes a -1 penalty to attack rolls while adjacent to you.
Sustain Move: When you sustain the power, repeat the attack.
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Paralyzing Horror
Necromancer Attack 1
You open your mind and your enemy gains a glimpse of the horrors within
Daily * Shadow, Psychic, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Charisma modifier psychic damage and the target is immobilized until the end of your next turn.
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
| Reaper's Harvest
Necromancer Attack 1
Daily * Shadow, Healing, Reliable, Weapon
Standard Action Close burst 1
Target: One or two creatures in burst
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage and you or one ally you can see regain one spent healing surge.
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Bone Armor
Necromancer Utility 2
Horrid growths of bone burst through your flesh covering you in a grisly exoskeleton.
Encounter * Shadow, Conjuration, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to AC. Whenever an enemy hits you with a melee attack, you may as an immediate interrupt, chose to end this stance and they take damage equal to your Constitution modifier.
| Ghoul Mask
Necromancer Utility 2
The stench of death hangs from your pallid flesh, undead don't even recognize you as prey.
Encounter * Shadow, Illusion
Free Action Personal
Effect: You are invisible to undead until you attack.
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Speak With the Dead
Necromancer Utility 2
You conjure forth a soul of the deceased to glean what relevent knowledge you can, despite their resentment for the living.
Daily * Shadow, Conjuration
Standard Action Personal
Effect: Until the end of your next turn, you gain a +5 bonus to a knowledge skill of your choice and may reroll one knowledge check if you don't like the result. You keep the second result whether it's better, the same, or worse.
| Fleshknit
Necromancer Utility 2
You take a moment to mend your ailing body, employing your dark understanding of death and necrotic flesh.
Daily * Shadow, Healing
Standard Action Personal
Effect: You regain hit points equal to 2 + your Constitution modifier.
Sustain Move: You regain hit points equal to 2 + your Constitution modifier. This effect ends if you take damage.
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