Shade Ray | Necromancer Attack 1 |
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You send shadows coiling from your fingertips to weaken your foes.
At-Will • Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage and the target takes a -2 penalty to damage rolls.
Level 21: 2d6 + Intelligence modifier necrotic damage and the target takes a -6 penalty to damage rolls.
Special: You may use this power as a ranged basic attack.
Swarming Horde | Necromancer Attack 1 |
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Your Undead minions attack in unison to drag a foe, ripping and tearing at their flesh.
At-Will • Implement, Minion, Shadow
Standard Action Melee Minion 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: The target takes Intelligence modifier damage for each undead minion adjacent to it.
Level 21: 2 + Intelligence modifier damage for each undead minion adjacent to it.
Ghastly Bite | Necromancer Attack 1 |
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A shambling corpse lunges at your foe and digs into their flesh.
At-Will • Implement, Minion, Necrotic, Shadow
Standard Action Melee Minion 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage and the target is grabbed by your undead minion.
Level 21: 2d10 + Intelligence modifier necrotic damage.
Bone Claw | Necromancer Attack 1 |
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Your Undead minions grow long claws and slash at your foes.
At-Will • Implement, Minion, Shadow
Standard Action Melee Minion 2
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage and until the end of your next turn your undead minions have a melee reach of 2.
Level 21: 2d6 + Intelligence modifier damage.
Grave Pulse | Necromancer Attack 1 |
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You summon spirits of the dead and send them lashing out to harry the living.
At-Will • Implement, Necrotic, Shadow
Standard Action Area Burst 1 within 5 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier necrotic damage and the burst creates a zone that lasts until the end of your next turn. Creatures grant combat advantage while within the zone.
Level 21: 4d4 + Intelligence modifier damage.
Deathly Shriek | Necromancer Attack 1 |
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Your mouth seems to distend as you unleash a blood-chilling scream which makes your enemies step back in shock.
At-Will • Fear, Implement, Psychic, Shadow
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d6 psychic damage. You push the target a number of squares equal to your Charisma modifier. If the target enters a square closer to you before the end of your next turn, it takes psychic damage equal to your Charisma modifier.
Level 21: 2d6 + Intelligence modifier damage.
Spread Sickness | Necromancer Attack 1 |
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With a wave of your hand you transfer a disease from one foe to the next.
At-Will • Implement, Poison, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier poison damage, and you copy one effect on you that a save can end, and subject the target to that effect. The effect lasts until the end of your next turn.
Level 21: 1d8 + Intelligence modifier poison damage.
Charnel Touch | Necromancer Attack 1 |
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Your hand crackles with necrosis and a mist of grave dust as you grasp your foe
At-Will • Implement, Necrotic, Shadow
Standard Action Melee Touch
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier necrotic damage and the target takes a -2 penalty to attack rolls.
Level 21: 2d8 + Intelligence modifier damage.
Special: You may use this power as a melee basic attack.
Tomb Guardian Strike | Necromancer Attack 1 |
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Your undead minions strike multiple times in rapid succession.
Encounter • Implement, Minion, Shadow
Standard Action Melee Minion 1
Target: Up to four creatures
Attack: Intelligence vs. Reflex; four attacks by one minion
Hit: 1d6 damage. If at least two attacks hit the same target, it is knocked prone. If all four attacks hit the same target, it is also dazed until the end of your next turn.
Undeath Focus: If a minion is adjacent to you when this attack is made, they gain a +2 bonus for this attack.
Wraith's Touch | Necromancer Attack 1 |
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Your hand is wreathed in shadow as you grasp your target and drain its lifeforce.
Encounter • Implement, Necrotic, Shadow
Standard Action Melee Touch
Target: One or two creatures
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier necrotic damage and the target is weakened until the end of your next turn.
Unlife Focus: While the target is weakened, each ally that begins his or her turn adjacent to it gains a number of temporary hit points equal to 5 + your Charisma modifier.
Wave of Vermin | Necromancer Attack 1 |
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Ghostly spiders, centipedes, snakes and other horrid creatures rush from your shadows to swarm over your foes as they scream in terror.
Encounter • Conjuration, Fear, Implement, Poison, Shadow
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier poison damage. A zone is created in the blast that lasts until the end of your next turn. When a creature enters or starts their turn within the zone, they take 5 poison damage.
Blight Focus: They instead take ongoing 5 poison damage (save ends).
Chilling Gaze | Necromancer Attack 1 |
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Your piercing glare freezes your enemy's blood and makes them second-guess their every move.
Encounter • Fear, Gaze, Implement, Psychic, Shadow
Standard Action Ranged Sight
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier psychic damage and the target is slowed and takes a penalty to damage rolls equal to your Intelligence modifier until the end of your next turn.
Ghoul's Embrace | Necromancer Attack 1 |
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Your undead minions grasp your foe and drain the vigor from their flesh.
Daily • Implement, Minion, Necrotic, Shadow
Standard Action Melee Minion 1
Target: One creature adjacent to each minion
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage and the target is dazed (save ends).
First Failed Saving Throw: The target is stunned (save ends).
Miss: Half damage and the target is dazed until the end of your next turn.
Undeath Focus: The minion may shift a number of squares equal to your Charisma modifier before making this attack.
Paralyzing Dread | Necromancer Attack 1 |
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You plant seeds of shadow in your foe's soul, such that your very presence horrifies them.
Daily • Fear, Implement, Psychic, Shadow
Standard Action Melee Close Burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: Intelligence modifier psychic damage and the target is immobilized and weakened (save ends both).
Miss: the target is immobilized and weakened until the end of your next turn.
Horrid Effluvia | Necromancer Attack 1 |
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Shadows weave and then explode into a sickening miasma that spreads pestilence among your foes.
Daily • Implement, Poison, Shadow, Zone
Standard Action Melee Area Burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier poison damage.
Effect: The burst creates a zone which lasts until the end of the encounter or until you dismiss it as a free action. Creatures which enter or start their turn within the zone take 5 poison damage and grant combat advantage until the end of their turn. The zone is lightly obscured.
Blight Focus: When you dismiss the zone, you may repeat the attack. It deals 1d6 + Intelligence modifier poison damage instead of 2d6 + Intelligence modifier poison damage.
Vigor Mortis | Necromancer Attack 1 |
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Ripping the will to live from your enemies, you give it to your allies.
Daily • Implement, Necrotic, Shadow
Standard Action Melee Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier necrotic damage and the target is slowed and takes a -2 penalty to attack rolls (save ends). Choose one ally within 5 squares of you. Until the target saves against this effect, that ally gains a +2 power bonus to speed and to attack rolls.
Miss: Half damage and the target takes a -2 penalty to attack rolls until the end of your next turn. Choose one ally within 5 squares of you. That ally gains a +2 power bonus to attack rolls until the end of your next turn.
Unlife Focus: The ally you choose to benefit gains a number of hit points equal to your Charisma modifier.
Blazing Bones | Necromancer Utility 2 |
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Flames of dark energy rise from your undead minions, scorching those who dare come near.
Encounter • Fire, Implement, Minion, Shadow
Minor Action Close Burst 10
Target: Each undead minion in burst
Effect: Each target generates an aura 1 which lasts until the end of your next turn. Any creature which enters or starts its turn within the aura takes 1d6 + your constitution modifier fire damage.
Undeath Focus: The aura only affects enemies.
Death Deflection | Necromancer Utility 2 |
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You channel your pain into a nearby ally, saving your own life at the expense of others.
Daily • Shadow
Immediate Interrupt Close Burst 10
Trigger: You take damage
Target: One ally in burst
Effect: The target takes the damage instead of you.
Lingering Pox | Necromancer Utility 2 |
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Your toxins wrack your foe with pain just as they are about to strike. If they spill your blood, the poison within intensifies their suffering.
Encounter • Poison, Shadow
Immediate Interrupt Melee Touch
Trigger: You are targetted by a melee attack
Target: The triggering attacker
Effect: The target takes a -4 penalty to its attack roll. If the attack still hits, it takes a -5 penalty to its next saving throw before the end of your next turn.
Infuse Unlife | Necromancer Utility 2 |
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Necromantic power flows into your ally, bolstering him or her with unholy power.
Daily • Healing, Shadow
Standard Action Close Burst 10
Target: One ally in burst
Effect: The target gains temporary hit points equal to his or her healing surge value, and a +2 power bonus to AC and Fortitude until the end of the encounter or until it depletes these temporary hit points. In addition, while the target has temporary hit points from this power, he or she deals 1d6 extra necrotic damage with melee attacks.
Unlife Focus: The extra necrotic damage applies to melee or ranged attacks.
Phantom Legion | Necromancer Attack 3 |
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Your undead minions fade into wisps of shadow as they strike.
Encounter • Illusion, Implement, Necrotic, Shadow
Standard Action Melee Minion 1
Target: One creature adjacent to each minion
Attack: Intelligence vs. Reflex
Hit: 1d6 damage.
Effect: Your undead minions become invisible until the end of your next turn.
Undeath Focus: Your minions also gain Phasing.
Touch of Miasma | Necromancer Attack 3 |
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An acrid orb blossoms in your palm. You can either attack directly, or launch it at a distant foe.
Encounter • Implement, Poison, Shadow
Standard Action Melee 1 or Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier poison damage and until the end of your next turn, each creature which starts its turn adjacent to the target takes 5 poison damage.
Blight Focus: The poison damage equals 5 + your Constitution modifier.
Bloodseeking Spirits | Necromancer Attack 3 |
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You channel up the hungry ghosts of those who have died of famine, setting them loose to feed your allies with your foes' blood.
Encounter • Conjuration, Healing, Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage and one ally within 5 squares may spend a healing surge plus your Intelligence mod.
Unlife Focus: Your ally may make a saving throw instead of regaining hit points.
Dread Reaper | Necromancer Attack 3 |
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You form a scythe of necrotic energy and sweep at your enemy's head.
Encounter • Implement, Shadow
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage. The target may choose to either fall prone, or take 1d8 extra damage.
Overcharge Minions | Necromancer Attack 5 |
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You channel necrotic power into your undead minions to make them stronger, but the unstable energy explodes when they are destroyed.
Daily • Implement, Minion, Necrotic, Shadow
Standard Action Close Burst 10
Target: Each minion in burst
Effect: The target gains temporary hit points equal to your bloodied value, a +2 power bonus to all defenses, and the target deals 1d6 extra necrotic damage on melee attacks. The effects persist until the end of the encounter or until the target is destroyed. Whenever a target is destroyed, make the following attack centered on it.
No Action Close Burst 2
Secondary Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier necrotic damage.
Undeath Focus: When a target under this effect would otherwise be destroyed you may elect to take 1d6 necrotic damage to negate the damage dealt to it. You may only do this once per target.
Finger of Death | Necromancer Attack 5 |
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The world of darkness blossoms at your fingertips, and a lethal ray lances toward your foe's still-beating heart.
Daily • Implement, Necrotic, Shadow
Standard Action Melee Touch or Ranged 15
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage and slowed (save ends).
Miss Half damage and the target is slowed until the end of your next turn.
First Failed Save: The target is weakened and slowed (save ends both).
Second Failed Save: The target is unconscious (save ends).
Festering Ray | Necromancer Attack 5 |
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Your malign power causes festering boils and bleeding sores to erupt all over your enemy's body, wracking them with pain and making it unable to concentrate.
Daily • Implement, Poison, Shadow
Standard Action Ranged 15
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier poison damage and the target takes ongoing 5 damage, cannot spend action points, regain hit points, and cannot sustain powers (save ends all).
Miss Half damage and the target cannot spend action points, regain hit points, or sustain powers until the end of your next turn.
Blight Focus: Enemies adjacent to the target take poison damage equal to your Constitution modifier.
Shadowweave Weapon | Necromancer Attack 5 |
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You stitch the darkness of the underworld into your allies' weapon, causing them to crackle with pale flames that sap their enemy's life.
Daily • Implement, Healing, Shadow
Minor Action Close Burst 10
Target: One weapon in burst
Effect: The target gains the following benefits until the end of the encounter. The target's wielder can score a critical hit on an 18-20. In addition, the target's wielder regains 1d10 hit points each time he or she hits with the target weapon.
Unlife Focus: When the target's wielder hits with an attack with the target weapon, they gain an additional amount of hit points equal to your Charisma modifier.
Shallow Grave | Necromancer Utility 6 |
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You conjure an early grave for your enemy and let them witness the horror of premature burial if they should fall inside.
Daily • Conjuration, Implement, Psychic, Shadow
Minor Action Area Burst 2 within 10 squares
Effect: You conjure a pit of loose earth in the burst which lasts until the end of the encounter. The pit is large enough to fit one large creature or four medium or smaller creatures inside. A creature adjacent to the pit grants combat advantage to all attackers. A creature pushed into the pit becomes immobilized and takes ongoing 5 psychic damage (save ends both). When the creature saves, it is no longer affected by the pit other than by it being hazardous terrain.
Stoke the Animus | Necromancer Utility 6 |
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As your ally falls, you bind their animus and force it to work for a little longer, turning your ally into a weapon under your control.
Daily • Implement, Shadow
Immediate Interrupt Close Burst 10
Target: One ally in burst
Trigger: The target drops to 0 hit points
Effect: The target does not fall unconscious or die until the end of your next turn, and is instead dominated by you until that time, or until it is no longer dying (or dead).
Sustain Minor: The effect persists.
Deathly Mist | Necromancer Utility 6 |
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A shroud of dead souls and miasma whirl up around you, obscuring your form from your enemies.
Daily • Conjuration, Implement, Shadow, Zone
Minor Action Close Burst 1
Effect: The burst creates a zone of dead souls and mist which lasts until the end of your next turn. The zone blocks line of sight and line of effect for your enemies.
Sustain Minor: The zone persists.
Viper's Boon | Necromancer Utility 6 |
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The venom which steals life can also help to restore it.
Encounter • Implement, Shadow
Minor Action Melee Touch
Target: One ally in burst
Effect: The target can make a saving throw against one effect that a save can end. If the effect is a poison effect, the save is made with a +5 power bonus.
Bone Spears | Necromancer Attack 7 |
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Cages of jagged bone erupt around your minions, skewering those who move carelessly around them.
Encounter • Implement, Minion, Shadow
Standard Action Close Burst Minion Burst 1
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage.
Effect: Until the end of your next turn, each of your undead minions generates an aura 1 centered on themselves. Enemies take 5 damage for each square they move within the aura while not shifting.
Undeath Focus: Enemies hit by the burst are grabbed until the end of your next turn.
Soul Drinking Strike | Necromancer Attack 7 |
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Your necrotic touch drains the will to fight from your enemy and bestows it upon an ally.
Encounter • Implement, Necrotic, Shadow
Standard Action Melee Touch
Target: One or two creatures
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier necrotic damage and the target is dazed. You or one ally adjacent to you or the target gains a +2 power bonus to speed and a power bonus equal to your Charisma modifier to damage rolls until the end of your next turn.
Bite of the Blood | Necromancer Attack 7 |
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You spread a pathogen through the blood of your foe so that others nearby will catch the same plague.
Encounter • Implement, Poison, Shadow
Standard Action Melee 1 or Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier poison damage. Until the end of your next turn the target is afflicted with blood plague. While afflicted, it takes 5 damage at the start of its turn. In addition, each creature adjacent to a creature afflicted with blood plague takes 5 damage at the start of its turn, and is afflicted with blood plague until the end of its next turn.
Death Knell | Necromancer Attack 7 |
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Keening spirits of the dead rise around you, singing a haunting wail which drives your enemies to despair.
Encounter • Fear, Implement, Psychic, Shadow
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit:: Intelligence modifier psychic damage and the target takes a penalty to attack rolls and all defenses until the end of your next turn. The penalty equals your Charisma modifier.
Shredding Talons | Necromancer Attack 9 |
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Your minions grow barbed claws which deliver horrific wounds
Daily • Implement, Minion, Shadow
Standard Action Melee Minion 1
Target: One creature adjacent to each minion
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage and ongoing 5 damage (save ends).
Miss: Half damage and ongoing 5 damage (save ends).
Effect: Until the end of the encounter, your undead minions deal extra damage with melee attacks. The damage equals your Constitution modifier.
Drag into Shadow | Necromancer Attack 9 |
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A vengeful ghost rises from your enemy's shadow and attempts to drag it into the darkness.
Daily • Conjuration Implement, Psychic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage and the target is immobilized (save ends).
First Failed Saving Throw: The target is dragged into its own shadow (save ends). The target is removed from play and takes 5 psychic damage at the start of each of its turns. When the target saves it reappears in the space it left, or the nearest unoccupied space.
Miss: Half damage and the target is immobilized until the end of your next turn.
Aspect of Night | Necromancer Attack 9 |
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Your shadow looms and wraps you in darkness, making you appear like an aspect of the Reaper itself. Enemies flee from you, while your allies are heartened.
Daily • Fear, Implement, Psychic, Shadow
Standard Action Close Burst 2
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage and you push the target 3 squares.
Miss: Half damage.
Effect: You generate an aura 2 that lasts until the end of the encounter. Enemies which enter or end their turns within the aura take 5 + your Charisma modifier psychic damage. Allies which enter or start their turns within the aura gain a +2 power bonus to attack rolls until the end of his or her turn.
Blinding Plague | Necromancer Attack 9 |
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You unleash a devastating illness which robs your enemy of their sight.
Daily • Disease, Implement, Poison, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier poison damage and the target is blinded (save ends).
Effect: The target contracts the Blinding Sickness disease (see Dungeon Master's Guide Pg. 49). The disease progresses by 1 stage when the target first becomes bloodied, or if it is already bloodied.
Death's Veil | Necromancer Utility 2 |
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You weave shadow into you and your allies' souls so that you take on the appearance of undead.
Encounter • Illusion, Shadow
Minor Action Close Burst 10
Target: You and each ally in burst
Effect: The target's appearance changes to resemble an undead creature of his or her choice for one hour or until the target dismisses the effect. Mindless undead will ignore the target as if he or she were undead, and the target gains a +10 bonus to bluff checks to pass him or herself off as an intelligent undead. The illusion encompasses only sight and smell, so close physical contact may reveal the disguised character depending on the nature of the form taken.
Shadow Boost | Necromancer Utility 10 |
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Channeling necromantic power into yourself or your ally, you bolster their life force in exchange for lingering corruption.
Encounter • Healing, Shadow
Minor Action Close Burst 5
Target: You or one ally in burst
Effect: The target regains hit points equal to 10 + 1/2 your level, and takes a -2 penalty to its next saving throw before the end of your next turn.
Field of Skulls | Necromancer Utility 10 |
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The spirits of the dead rise from the ground all around you, creating an area where your foes fear to tread.
Daily • Conjuration, Fear, Implement, Shadow, Zone
Minor Action Close Burst 2
Effect: The burst creates a zone of drifting spirits that lasts until the end of your next turn. While within the zone, enemies take a -2 penalty to attack rolls and a penalty to saving throws equal to your Charisma modifier.
Sustain Minor: The zone persists, and you may move it up to 3 squares.
Serpent's Kiss | Necromancer Utility 10 |
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Your venom is too potent for your foe to easily shrug off.
Encounter • Implement, Shadow
Minor Action Close Burst 5
Trigger: An enemy in burst succeeds on a saving throw against an effect you imposed on it.
Target: Triggering enemy
Effect: The target rerolls the saving throw and must use the lower result.
Blight Focus: The target takes a -5 penalty to the reroll.
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Page Discussion
Grave Pulse could use a little work. As it stands, its underpowered and a little boring. Consider bumping it up to an area burst 1 attack with a possible sliding effect. That would balance it out with the weak damage output.
Ghastly Bite could be upped to 1d8 as well. Makes it a bit more appealing.
Tomb Guardian Strike is a cool power, but it could also benefit from a slight damage boost. Make it a 1d6 and make it a comparable power. Also, we're missing build clauses for encounters/dailies it seems…
Swarming Horde, the verbiage should be "and you slide the target 1 square."
Swarming Horde should specifically say "no more than one attack per target" in the target, otherwise you can abuse the ability to have 8 minions around a single target to manage obscene damage. Similarly, because you are making so many attacks, you may want to consider removing the extra d6 at epic tier and instead replacing it with a flat 2 or 3 additional damage. It would also make more sense for the power to instead be written in this way instead
Close burst 10
Targets: All of your minions within burst
Effect: The target makes the following attack, no more than one attack against a single target
Minion 1
Attack: Intelligence vs. Reflex
Hit: Intelligence modifier damage and you slide the target 1 square
Bone Claw provides some incredibly powerful area denial and damage capability because you can have so very many minions out at once. I would instead have the power slow the target hit by the power instead and have the claw growth simply be used to explain the extended range.
Deathly Shriek is a bit too strong considering it's fundamentally identical to the Wizard's Thunderwave. Deathly Shriek is discriminate, does the same damage at a minimum, has the potential for more, and targets a normally lower defense (Will is generally the lowest defense). I would make the attack still be able to hit allies (because you should still be able to scare the hell out of your friends) and remove the additional damage capability (turning it into a psychic/fear version of thunderwave) or remove the 1d6 damage on a hit (turning it into Int mod with a potential Cha mod).
Spread sickness has too much capacity to be broken because you can spread effects endlessly (because they last until the end of your next turn). If you had a creature that was stunned, you could stun it and one of its friends ad nauseum. I would instead suggest that you have the power deal additional damage to a target's allies if it is taking ongoing damage or give the target a -2 penalty to saving throws until the end of its next turn (while changing the name from spread sickness to something like "Intensify Sickness").
Also, you probably want to have one or two powers available that can be used as a ranged basic attack (or simply provide a power as a class feature that can be used as a ranged basic attack: Necromancer's Blast, Ranged 10, Int v. Ref, 1d6 + Int mod necrotic damage).
So confused…
This would be necromancer C.
Yeah, it's C. Sorry for the confusion.
Fixed scaling to bring it in line with other at-wills. Damage dice should not shrink at level 21! :3
Oops, must've been a copy/paste error.