You missed the HUGE BANNER ON TOP OF THE PAGE saying exactly that?Damn, I didn't notice that. Thanks for catching it.
Banner blindness is a thing.You missed the HUGE BANNER ON TOP OF THE PAGE saying exactly that?Damn, I didn't notice that. Thanks for catching it.
School of Necromancy
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature's hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Sometimes it just seems like you people are just looking for a reason to be angry.
In the RPG Codex top 10 we have:This thread is what happens when you let RTwP dumbfucks believe that their opinion on RPGs has any sort of value.
It has just real-time mode actually, w/o any pause. Spacebar was switching the mode to turn-based.Arcanum, which has both turn-based and RTwP modes
If you do not hate anything, you do not love anything. If you love anything, you have hate for things that want to take it from you. Thus being against "hate" is the same as being against "love". Now, if you want to talk about blind hate, then theres another discussion.Sometimes it just seems like you people are just looking for a reason to be angry.
Hate keeps a man alive
RTWP was an organic thing for early bioware, because they were originally developing an RTS engine before pivoting. POE didn’t understand this influence and got the feel of combat all wrong. Kingmaker was able to capture the feel for whatever reason, but Larian doesn’t have that influence and has a good track record now with TB combat so I’m happy they’re sticking to what they’re good at.
RTWP was an organic thing for early bioware, because they were originally developing an RTS engine before pivoting. POE didn’t understand this influence and got the feel of combat all wrong. Kingmaker was able to capture the feel for whatever reason, but Larian doesn’t have that influence and has a good track record now with TB combat so I’m happy they’re sticking to what they’re good at.
This TB argument is a gigantic red herring, like i said like 300 pages ago.
The problem is with everything else.
- Arcanum, which has both turn-based and RTwP modes
At the end of the day I'm sure everyone here can agree that cool downs suck. We may fight over rtwp or turn based or whether Larian should be forced to shut down and never get to make a game ever again, but at least we have our mutual hate for cool downs.
- Arcanum, which has both turn-based and RTwP modes
Arcanum has real time but only was included by publisher pressures and is not playable...
PS : On top 10, no game has cooldowns. On top 20, no game has cooldowns. On top 30, no game has cooldowns. On top 40, 2 games has cooldowns on that list ( https://rpgcodex.net/content.php?id=11193 )
and a Divinity game with a better rule set is still incline
RTWP was an organic thing for early bioware, because they were originally developing an RTS engine before pivoting. POE didn’t understand this influence and got the feel of combat all wrong. Kingmaker was able to capture the feel for whatever reason, but Larian doesn’t have that influence and has a good track record now with TB combat so I’m happy they’re sticking to what they’re good at.
This TB argument is a gigantic red herring, like i said like 300 pages ago.
The problem is with everything else.
RTWP was an organic thing for early bioware, because they were originally developing an RTS engine before pivoting. POE didn’t understand this influence and got the feel of combat all wrong. Kingmaker was able to capture the feel for whatever reason, but Larian doesn’t have that influence and has a good track record now with TB combat so I’m happy they’re sticking to what they’re good at.
This TB argument is a gigantic red herring, like i said like 300 pages ago.
The problem is with everything else.
Yes. PoE didn't fail because of RTwP. It's shocking that Sawyer thought TB would change anything. Much in the same way, Kingmaker doesn't suck because of RTwP but because of Kingdom management.
The game allows you to ignore kingdom management, so that you can enjoy the entire amazing RPG that comes with it.RTWP was an organic thing for early bioware, because they were originally developing an RTS engine before pivoting. POE didn’t understand this influence and got the feel of combat all wrong. Kingmaker was able to capture the feel for whatever reason, but Larian doesn’t have that influence and has a good track record now with TB combat so I’m happy they’re sticking to what they’re good at.
This TB argument is a gigantic red herring, like i said like 300 pages ago.
The problem is with everything else.
Yes. PoE didn't fail because of RTwP. It's shocking that Sawyer thought TB would change anything. Much in the same way, Kingmaker doesn't suck because of RTwP but because of Kingdom management.
Didn't I explain this to you, already, you fucking stupid dumbfuck? Is it just the same broken record with you? Are you actually planning to evolve past the quintessential edgyness that is you?If the RPG portion is so amazing, why did it need Kingdom management?
Are you actually planning to evolve past the quintessential edgyness
By the by, edgeface, I wanted to tell you what a complete dumbfuck you were just now, and I wanted to display that all across your profile, but - to my amazement - you seem to be following the Lilura School of Edgeness, and you don't seem to have a public profile.Are you actually planning to evolve past the quintessential edgyness
No, but keep shitting cinders, Emberbutt