For quite some time now, I've had the inspiration for three seperate "Necromantic" classes bubbling around my head. Seeing as how Shadow has been pushed back to the PHB4, at the very least, I was thinking that it's time I actually tried to put my money where my mouth is and see if I have any grounds for thinking that these theoretical classes could actually work in 4th edition.
However, I'm rather a newbie to the art of creating classes, so I was wondering if anyone else would like to help me brainstorm in order to determine whether or not my ideas are valid? I'm not intending to work on all three at once, I fully understand that that way lies madness, but I've included the fluff for all three here in order to determine which one should first be tackled.
Necromancer The Necromancer is a mage of the Shadow, who studies the dark and forbidden lores of the Shadowfell and how its energy interacts with death and the dead. Necromancers are masters of the undead and the death-born, calling upon dead flesh, bare bones, long-departed spirits and the spectral echoes of destruction and carnage to do their bidding. With these dark allies at their beck and call, Necromancers dominate the battlefield and drive their enemies to destruction. Though an inherently sinister and fearful art, the Necromancer is not inherently evil, though they will never truly walk in the Light. Likely Role: Controller- like the Summoner Wizard, Necromancers use their powers to intercept enemies and keep them at bay. Likely Stats: Intelligence as the Primary, as Necromancers study dark lore and forbidden secrets to acquire their power. Charisma and/or Wisdom are the most likely Secondaries. Theme: Conjuration and Summoning powers, backed with "Invocations" (powers themed as temporarily summoning something from the Shadowfell into the Materium)
Thanatomancer The Thanatomancer is a cousin to the Necromancer, and the two are often confused. The difference, however, is as distinct as it can be subtle; while Necromancers are masters of the undead, Thanatomancers are masters of death. Through an innate connection to the Shadowfell, Thanatomancers are able to draw upon and unleash the energies of death, decay and corruption, allowing them to afflict foes in all manner of ways. A Thanatomancer has no ability to call shrieking ghosts from beyond, or command the dead to rise from their tombs, but can wither foes with the chill of the grave, ignite the blood in their veins, drain their life with bolts of unearthly darkness, command swarms of vermin to devour their flesh and unleash rains of disease-laden filth. Likely Role: Controller or Striker- the Thanatomancer is fundamentally a Shadow Sorcerer, compared to the Necromancer's Shadow Wizard. Likely Stats: Constitution as the Primary, with Charisma as the Secondary. Likely Damage Types: Necrotic, Cold, Poison Likely Class Feature: ability to penetrate Necrotic Resistance, like how Sorcerers can ignore specific damage resistances
Baneblade The final branch of the necromantic tree, Baneblades are Shadow warrior-wizards who mingle dark occultic lore with weapon techniques for offensive and defensive purposes. They learn how to weave webs of Shadow energy about themselves into potent curses to protect themselves from foes, but also learn how to use their weapons as a conduit for this dark power, assaulting enemies physically, mentally and spiritually. The simplest use of this power is to leech the strength, vitality or even the very soul from their prey, but there are other applications as well. A Baneblade can leave a wound festering with disease, or writhing with flesh-eating maggots. They can feed upon the energy they steal, growing stronger as their enemy weakens. Bones become brittle, muscles slacken and blood freezes in the veins of their foe. Some Baneblades even call upon the lingering remnants of past victims to assail their foes. Likely Role: Defender Likely Stats: Intelligence and Strength as Primaries, Constitution or Charisma as Secondaries Likely Weapons: Heavy Blades, Axes, Polearms Likely Paragon Path: Shadow Legionaire ("My name is Legion. For We are Many.")
Thanks for the support. I've got ideas, I just lack experience, and I work better if I've got partners to bounce ideas back and forth and to help polish the finished material into balanced work.
Class Traits Role: Striker Power Source: Shadow. Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged Implements: Any Axe, Hammer, Heavy Blade, or Spear. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement. Bonus to Defense: +1 Fortitude, +1 Will
Hit points at 1st Level: 15 + Constitution Score Hit points per level gained: 6 Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class list below, choose four trained skills at 1st level. Class skills; Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Build Options: Class Features:Backlash Hex, Curse of Vulnerability, Dark Armory, Way of the Blade.
Reaver Class Features:
Backlash Hex: You gain the Backlash Hex power.
Curse of Vulnerability You gain the Curse of Vulnerability power
Dark Armor:When wearing any type of armor you can add half of its enhancement bonus (rounded up) as an Item bonus to your speed. In addition you can use powers with the Armor keyword.
The Armor keyword is a new keyword for powers. The Armor keyword requires the character to have armor equipped. Some Armor keyword powers require specific types of armor to be equipped, and that would be listed in the powers description. When using a power with the Armor keyword you can add the armors enhancement bonus to the attack rolls and the damage rolls of the attack.
Way of the Blade: Way of the Baneblade: You make the following changes to these powers. Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Necrotic damage with the power. You deal additional +3 damage when you use this power. This additional damage increases to +6 at 11th level and to +9 at 21st level. Curse of Vulnerability:When you expend this power you deal damage equal to you Backlash Hex + your Cha modifier to the target.
Way of the Hexblade: You make the following changes to these powers. Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Psychic damage with the power. When you use this power the target takes a -2 penalty to a defense of your choice until the end of your next turn. Curse of Vulnerability:When you expend this power, the target takes a penalty to saving throws equal to half your Cha modifier (rounded down) (save -3 ends). Only one creature may be affected by your expended Curse of Vulnerability at a time
Way of the Bladethief: You make the following changes to these powers. Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Psychic damage with the power. You can score a critical hit with this power on an 18, 19 or 20 Curse of Vulnerability:When you expend this power the foe takes a 1d6 penalty to attack rolls (save ends).
Way of the Mournblade: You make the following changes to these powers. Backlash Hex:You gain a +1 to the attack roll with this power if you choose to deal Poison damage with the power. When you use this power it ignores up to 5 + ½ your level Poison resistance. If a creature is immune to poison damage, treat the creature as having poison resistance 30. Curse of Vulnerability:When you expend this power the target takes ongoing 5+ Int modifier poison damage (save ends).
You quickly strike your foe with a blade deadlier than most, and with luck your foes will find them weakened by your venom. At-will, Shadow, Weapon, Poison Standard Action, Melee Weapon Target: One creature Attack: Str vs. Fortitude Hit: 1 x + Str modifier Poison damage Effect: If you roll a critical hit with this attack the target takes on-going Poison damage equal to your Int modifier (Save ends). Level 21 x : Increase to 2[W]
Cloak of Night
A cloak of darkness covers you in protection. Within its shadows, horrid hands lash out shrouding you from your foes. At-will, Shadow, Armor, Psychic Standard Action, Close Burst 1 Target: Each creature in burst Attack: Str vs. Will Hit: 1 x d6 + Int modifier Psychic damage Effect: You gain concealment against the target until the beginning of your next turn. Special: Caster must be wearing Light Armor Level 21 x : Increase to 2d6
Biting Curses
Baneful hexes woven into your armor spring to life, a thousand tiny mouths snapping and rending at flesh. At-will, Shadow, Armor, Necrotic Standard Action, Close Burst 1 Target: One or Two creatures within the Burst Attack: Str vs. Reflex Hit: 1 x d8 + Cha modifier damage Effect: Targets hit by this power that end their turn adjacent to the caster takes Cha modifier Necrotic damage. Special: Caster must be wearing Heavy Armor Level 21 x : Increase to 2d8+Cha
Shadow Slash
Darkness veils your enemy's eyes and dulls their senses, clearing only when the pain of your strike registers. When they can see again, you have moved elsewhere. At-will, Shadow, Weapon, Psychic Standard Action, Melee Weapon Target: One creature Attack: Str vs. AC Hit: 1 x + Str modifier Psychic damage Effect: After the attack you can shift a number of squares equal to you Int modifier. Level 21 x : Increase to 2[W]
Psycho Cut
You lash out with your blade, not to hit your foes heart, but to strike at your foes mind and leave it open for mental assaults At-will, Shadow, Weapon, Psychic Standard Action, Melee Weapon Target: One creature Attack: Str vs. Will Hit: 1 x + Str modifier Psychic damage Effect: The target takes a penalty to its will defense equal to your half Cha modifier (rounded up) until the end of your next turn. Level 21 x : Increase to 2[W]
You ensnare a foe with strands of silken darkness, and then pull them into reach of your weapon. Encounter, Shadow, Weapon, Force Standard Action, close burst 5 Target: One creature in burst Attack: Str vs. Reflex Hit: You pull the target a number of squares equal to your Str modifier and you deal 1 x + Str modifier Force damage
Your weapon wreathes itself in dark fire that consumes enemies bodies and soul. Encounter, Shadow, Weapon, Necrotic, Fire Standard Action, Melee Weapon Target: One creature Attack: Str vs. AC Hit: you deal 2 x + Str modifier Necrotic and Fire damage Baneblade: Until the end of your next turn you deal additional Fire damage equal to your Cha modifier with Weapon Attack powers. This bonus to damage is included with this attack.
Shadow Assailant
You land a shadow infused blow, implanting a ghastly illusion in your foes mind that leaves it open for another attack. Encounter, Shadow, Weapon, Psychic, Illusion Standard Action, Melee Weapon Target: One creature Attack: STR vs. Will Hit: you deal 1 x + Str modifier Psychic Effect: If the target is struck by the initial attack make the secondary attack Secondary Target: Initial target Secondary Attack: Str vs. Reflex Hit: you deal 1 x + Str modifier Psychic Bladethief: You gain a bonus to the second attack roll equal to half your Int modifier (round down)
Barbed Hide Reaver 1 x Daily Attack Power Boney protrusions fire out from your skin, spilling blood on the ground that you readily pull into yourself. Daily, Shadow - Armor, Implement Standard Action, Close Burst 1 Target: All creatures in burst. Attack: Str vs Ref Hit: 2 x d6+Str damage and you gain 5+Int temporary hit points. Miss: Half damage and you gain Int temporary hit points. Special: If you are wearing Scalemail, the target takes on-going 3 x damage (save ends).
Deathly Coils Reaver 1 x Daily Attack Power Serpentine coils slither out from you, chewing at your foe and tying them down. Daily, Shadow - Necrotic, Armor, Implement Standard Action, Ranged 1 x 0 Target: One creature. Attack: Str vs Will Hit: 2 x d8+Cha Necrotic Damage and Immobilised (save ends). Miss: Half damage and slowed until the beginning of your next turn. Special: If you are wearing Chainmail, you may slide the target one square at the beginning of each turn (save ends both).
Cerberus's Bite Reaver 1 x Daily Attack Power The great three-headed dog lashes out through your ties to the afterlife. Daily, Shadow - Armor, Weapon Standard Action, Melee Weapon Target: Up to Three Creatures. Attack: Str vs. AC Special: You make three attacks, dividing them amongst your targets as desired. Hit: 1 x +Str damage. Special: If you are wearing Hide and you miss with all attacks, the attack is not expended.
Beshadow Reaver 1 x Daily Attack Power An inky haze spills from your enemy's wound, roiling back over you with inky darkness. Daily, Shadow - Poison, Armor, Weapon Standard Action, Melee Weapon Target: One Creature Attack: Str vs. AC Hit: 2 x +Str damage and you gain concealement against the target (save ends) Miss: Half damage and you gain concealement against the target until the end of your next turn. Special: If you are wearing Leather, the target grants you combat advantage (save ends both).
Visions of Nightmare Reaver 1 x Daily Attack Power Eerily descriptive words roil across your armor, burning torments of the afterlife on a foe's mind. Daily, Shadow - Psychic, Armor, Implement, Charm Standard Action, Close Burst 5 Target: One Creature within the Burst. Attack: Str vs. Will Hit: 2 x d6+Cha damage and Dazed until the beginning of your next round. Miss: Half damage. Special: If you are wearing Cloth or Plate, until the end of the encounter, any enemy that moves adjacent to you takes Cha mod Psychic Damage.
As long as your curse remains strong, the foe can’ x ;t out run your onslaught. Encounter, Shadow Immediate Reaction, Range 1 x 0 Trigger: A creature within range under the effect of your Curse of Vulnerability moves away. Target: The triggering creature Effect: You can teleport to a square adjacent to the triggering creature
You spit a slew of hexes to form an armor of curses that plagues those who strike at you. Daily, Shadow Minor Action, Personal Effect: Until the end of your next turn any foe that attacks you gains the Curse of Vulnerability.
You curse a foe to feel the weight of all the crimes and sins it has committed, slowing it down for every soul it has taken. Encounter, Shadow, Weapon, Psychic Standard Action, Melee Weapon Target: One creature Attack: Str vs. Will Hit: 2 x + Str modifier Necrotic damage and the target is slowed until the end of your next turn. Hexblade: The target is Immobilized until the end of your next turn.
Noxious Onslaught
poisonous pus oozes from your weapon, leaving your foes infections in their wounds. Encounter, Shadow, Weapon, Poison Standard Action, Close burst 1 Target: One creature Attack: Str vs. Fortitude Hit: you deal 1 x + Str modifier Poison damage and the target ongoing 5 Poison damage (Save ends) Mournblade: You deal an additional amount of damage equal to your Int modifier
A foe finds itself striking an illusion, while you find yourself striking your foe. Encounter, Shadow, Weapon, Psychic, Illusion, Teleportation Immediate Interrupt, Close burst 5 Trigger: A Creature within the burst attacks you Target: The creature that triggered this power. Special: You teleport to an unoccupied square adjacent to the creature. Attack: STR vs. Reflex Hit: you deal 2 x + Str modifier Psychic damage Bladethief: If you miss with this attack you do not expend the power.
Armor of the Black Tar
Your armor spews a black tar that coats you and your foes. Encounter, Shadow, Armor, Necrotic Standard Action, Close burst 2 Target: One creature Attack: Str vs. Reflex Hit: you deal 2 x d8 + Str modifier Necrotic damage Effect: Until the end of your next turn any creature that attacks you takes 5 x ongoing Necrotic damage (save ends) Special: If the caster is wearing Heavy armor you may reduce forced movement by a number of squares equal to you Str modifier
Vestigial faces, the shattered remnants of your many victims, begin to swim across your armor, howling, screaming, crying, begging. The hideous cacophony drives away those who would dare to oppose you. Daily, Shadow, Armor, Stance, Psychic Standard Action, close burst 1 Target: Each creature in burst Attack: Str vs. Will Hit: 2 x d8 + Str modifier Psychic damage and the target is pushed 2 squares. Effect: You enter into a stance of the Wailing Shroud. At the start of each of your turns, each enemy adjacent to you can be pushed 1 x squares as a free action.
Teeth below
Hidden jaws latch onto your foe from its shadow, engulfing its feet injecting it with a deadly poison that prevents it from moving. Daily, Shadow, Implement, Poison Standard Action, Range 5 Target: One creature within range Attack: Str vs. Reflex Hit: you deal 3 x d8 + Str modifier Poison damage and the target is immobilized (Save ends).
Blinding Curse
Your words take on shadowy forms, all wings and barbs, and envelop your victim's face. Clawing at the gouging, tearing mass, they stagger blindly into your ambush. Daily, Shadow, Implement, Psychic Standard Action, Range 5 Target: One creature within range Attack: Str vs. Will Hit: you deal 2 x d8 + Str modifier Psychic damage and the target is Blinded until the end of your next turn Sustain Minor: The condition persists.
Lashing Blade
Your weapon extends, flailing like some demonic tongue desperate for the quenching flow of blood. Daily, Shadow, Weapon, Necrotic, Stance Standard Action, Close Burst 5 Target: One creature within burst Attack: Str vs. AC Hit: you deal 3 x + Str modifier Necrotic damage Effect: You enter into a stance of the Lashing Blade. As long as the stance is active you increase your melee reach by 1 x square.
Wraith Thorns
Ethereal barbs sprout from your weapon, each one the tooth of a soul-fragment bound to your will. Should you strike your foe hard enough; a fang will break off in the wound, that vestigial soul assailing your enemy's very mind. Daily, Shadow, Weapon, Psychic Standard Action, Melee Weapon Target: One creature Attack: STR vs. AC Hit: you deal 2 x + Str modifier Psychic damage Effect: If the target is struck by the initial attack make the secondary attack Secondary Target: Initial target Secondary Attack: Str vs. Will Hit: you deal 1 x + Str modifier Psychic and the target takes ongoing 5 Psychic damage.
you sacrifice a bit of health to add a deadly coat of necrotic energy to your blade Encounter, Shadow, Necrotic Minor Action, Personal Effect: You spend a healing surge, until the end of your next turn your attacks gain the Necrotic keyword. Attacks made while under this effect deal an extra 3 x points of damage, this extra damage increases to 6 at paragon tier and 9 at epic tier.
You blade swirls and fades into an illusionary realm to strike your foes mind Encounter, Shadow, Illusion Free Action, Personal Effect: Your next attack strikes the Will defense of the creature instead of the normal defense. If the attack already targets the Will defense you gain a +2 x to the attack.
Thanks ShadowGuard, I appreciate it. So, is there a particular one of the three classes I suggested in the OP that grabs your attention? I figured that, if this project got off the ground, we'd tackle them one by one before figuring out other classes that might stem from the Shadow source. I've mentioned elsewhere that I think the Illusionist would work as the Shadow Leader, but I've always had more of a soft spot for the "necromantic" aspects of Shadow than the "nyctomantic" (illusion and phantasm) aspects.
I think that the Necromancer is the corner stone of the shadow power source and it should be the first to be addressed. I like your ideas, and I can agree that the necromantic field is a great place to start off with the Shadow power source. I have a question, do you have Open Grave? If you do that would be great, because all my undead options are really in the MM. I’m sure there are plenty of undead ideas in that book that would make for great “summoning” fodder for the Necromancer. I agree that in first glance that the Necromancer should be a controller. The role is easy enough to establish but there is something I want to talk about first before we get into stats.
The thanatomancer, I like the concept of the class but I have to question on whether or not it can stand alone as a class. You wrote down a lot of good flavor, but it seems more like a Necromancer build option. The divide between the two classes seem to leave the other lacking in options. If you think the Thanatomancer has enough to stand on its own, then I am all for making as many classes as you want to.
Now back to the necromancer, if we do fold them together than the stats would be easy to plan out. Intelligence should be the primary for the class, Con should be the focus of Thanatomancers for controlling death and life forces, while Cha should be for having the will power to sway the dead back to life.
Oh and your Baneblade idea is cool, and I think I could work as a class on its own.
Yes, I have Open Grave- I have all of the non-adventure sourcebooks that have been released so far, though Eberron Player's Guide won't be here until next month (and ECG and Divine Power the month after that, presumably).
Just to go off topic for a second, do you think we could make it work if our Necromancer not only summoned "canon" undead, but could also call "death echoes"? Basically, by reaching into the Shadowfell, the Necromancer can summon a kind of "death memory", a particular resonance/flavor/whatever you want to call it of Shadowfell energy, which can then be sculpted into physical form to create a servitor, a living (so to speak) embodiment of that death? I got the idea from the Suffering; the enemies you fight there are material embodiments of death by various means (slashing weapons, firing squad, drowning/being eaten alive by rats, poison, electrocution, lethal injection).
Similarly, what about Golems? I'm pretty sure there are a few cases where creating "false life" is also attributed to Necromancers... I mean, you have Diablo's Necromancer, who can summon Clay, Metal, Blood and Fire golems, or even D&D's own Flesh and Bone golems.
I'll admit that the Thanatomancer, traditionally, is rolled into the Necromancer, but I think it might just be able to stand on its own. If you consider Thanatomancer to focus on the magic of death and how it interacts with the living world (which actually has an existing 4e incarnation, in the form of the Flesh Cults of Open Grave), and Necromancy on warping the boundaries between life and death, then I think that gives them room enough to stand on their own. I'll admit that they could be joined together, but I feel that would just be a repeat of "Druid Syndrome", where you have a class that feels like it could be split in half... so, really, I'd prefer to try and make them as seperate classes first, then roll them into one if that fails.
Hmm... what about dividing the Necromancer into these two builds? The "Phantasmagorist" focuses on the ephemeral side of necromancy, drawing upon spirits and shades, while the "Corruptor" (I suck at names, just so you know) focuses on the physical side, commanding the bones and flesh of the dead. In this case, Intelligence becomes the Primary- as you and I have said, the Necromancer studies dark lore, so it's fundamentally a Shadow Wizard and thus Int makes sense. The Phantasmagorist focuses on Wisdom; tricking, deceiving and otherwise manipulating thinking entities into doing their will. The Corruptor focuses on Charisma; using their sheer force of will to force the dead to move and kill only as they will it.
Just to go off topic for a second, do you think we could make it work if our Necromancer not only summoned "canon" undead, but could also call "death echoes"? Basically, by reaching into the Shadowfell, the Necromancer can summon a kind of "death memory", a particular resonance/flavor/whatever you want to call it of Shadowfell energy, which can then be sculpted into physical form to create a servitor, a living (so to speak) embodiment of that death? I got the idea from the Suffering; the enemies you fight there are material embodiments of death by various means (slashing weapons, firing squad, drowning/being eaten alive by rats, poison, electrocution, lethal injection).
I love the idea, and could see Phantasmagorist pulling these "death memories" spirits into life to spread dread amongst foes. There was a really cool 3.5 undead from the MM3 called the Drowned that would create a Drowning aura to make foes think they were experiance drowning with out there being any water to drown on. So I am so happy with idea.
Similarly, what about Golems? I'm pretty sure there are a few cases where creating "false life" is also attributed to Necromancers... I mean, you have Diablo's Necromancer, who can summon Clay, Metal, Blood and Fire golems, or even D&D's own Flesh and Bone golems.
Yep, Corrupters should definatly get some Golem lovin so I am good with that idea as well.
I'll admit that the Thanatomancer, traditionally, is rolled into the Necromancer, but I think it might just be able to stand on its own. If you consider Thanatomancer to focus on the magic of death and how it interacts with the living world (which actually has an existing 4e incarnation, in the form of the Flesh Cults of Open Grave), and Necromancy on warping the boundaries between life and death, then I think that gives them room enough to stand on their own. I'll admit that they could be joined together, but I feel that would just be a repeat of "Druid Syndrome", where you have a class that feels like it could be split in half... so, really, I'd prefer to try and make them as seperate classes first, then roll them into one if that fails.
Okay two seperate classes it is. So what will be the big draw to the thanatomancer class?
Hmm... what about dividing the Necromancer into these two builds? The "Phantasmagorist" focuses on the ephemeral side of necromancy, drawing upon spirits and shades, while the "Corruptor" (I suck at names, just so you know) focuses on the physical side, commanding the bones and flesh of the dead. In this case, Intelligence becomes the Primary- as you and I have said, the Necromancer studies dark lore, so it's fundamentally a Shadow Wizard and thus Int makes sense. The Phantasmagorist focuses on Wisdom; tricking, deceiving and otherwise manipulating thinking entities into doing their will. The Corruptor focuses on Charisma; using their sheer force of will to force the dead to move and kill only as they will it.
Don't worry about names, I am not that great at them either so your not alone. I like the concepts for the two intial builds for the Necromancer so I am for it.
And I'm glad you like the Baneblade
Well the main reason I like it is because it can fill the Blackguard/Shadowguard type role well.
I have a little off topic idea to bring up as well. I would like one of the builds of any the classes to be a Grafter. It would be a person who would harvest the dead and fuse themselves with their tainted flesh to become death itself. I like the idea of Polymorph and turning into undead to control foes. It would be Con based and I could see it working as a build for any of the three classes presented.
Hmm... with the "Grafter", perhaps that might make a Paragon Path for the Baneblade? I'm not a hundred percent sure it could be a full class... then again, I did once contemplate a "Deathtouched" class that revolved around the user channeling shadow energy into themself in order to mutate themselves in various ways (growing Ghoul's Claws to rake and poison a foe, or unleashing a Gibbering Scream to Push enemies away in fear), so perhaps best to keep it in the logs- could definately be worth investigating.
Hmm... I'm thinking the Thanatomancer's "schtick" would be either pure damage, status afflictions, or a combination of the two. For example, infecting a foe with a fast-acting plague that can spread to other enemies that get near it, or using a swarm of carnivorous locusts to rend at a victim's face, causing them to stagger around wildly as they try to brush them free. Kind of like a combination between the Sorcerer and the Warlock, if that makes sense. Despite that, I can see the builds. Life-in-Death focuses on using shadow energy to manipulate living creatures, so mysteries like Touch of the Plague, Call the Scavengers and Heart Ripper benefit from this build. Death-in-Life focuses on "death energy", so this build is more for the benefit of mysteries like Breath of the Tombs and Cloud of Night.
Alright then, so, where do we begin for the Necromancer?
::EDIT:: I was just thinking of something and I thought I'd bring it up. It is my opinion, though I can be swayed from it, that the Necromancer's powers will all damage foes *indirectly*. The motif of the Necromancer is that they use their powers to make other beings do their bidding, including to kill- it is the Thanatomancer and the Baneblade that directly strike at their foes with Shadow magic. So all of the powers they have should be fluffed as having revolved around some other entity- the Necromancer merely commanded that entity to do its bidding.
For example, if the Necromancer has an At-Will that does fire damage, then the Necromancer *doesn't* shoot flame itself- it calls forth the remnant of some creature who died in a fire, the blazing shade then embracing the Necromancer's target(s) and searing them as it shares its final moments with them.
Also, for reasons that basically tie into this, I'm thinking that the Corruptor will specialise in Summoning powers (which would be the ones that create corporeal undead and golems), while the Phantasmagorist will specialise in Conjuration powers (which would be the ones that summon death echoes and incorporeal undead).