← Home Endblade · Wizard / School of Necromancy · Tactician + mods Party at L3

Endblade — Necromancer Field Notes

Wizard · School of Necromancy · the essentials to keep in mind through the run

☠ ⟡ ☠

📜The wizard superpower: scribe scrolls into permanent spells

Every other class burns a scroll once. You keep it forever.

You are the only class that can permanently learn a spell from a scroll. In your inventory, right-click any spell scroll → "Learn spell" and it gets copied into your spellbook for good — castable with your slots, every long rest, for the rest of the game. This is how a wizard's known-spell list grows far past what you pick at level-up.

The cost is gold (plus the scroll itself), scaling with the spell's level. Your Necromancy Savant feature cuts that in half for necromancy spells:

Spell level
Any wizard scroll
Necromancy scroll
Level 1
50 gold
25 gold
Level 2
100 gold
50 gold
Level 3
150 gold
75 gold
Level 4
200 gold
100 gold
Level 5
250 gold
125 gold
Level 6
300 gold
150 gold
✓ Two rules for scribing 1. The spell has to be on the wizard list (you can't scribe a cleric-only scroll).
2. You need a spell slot of that level unlocked — you can't scribe a level-3 spell until you have level-3 slots.
✓ Hoover up every wizard scroll you see Buy them from vendors, loot them, take them. Vendors restock when you level up and after long rests, so swing back through merchants (Arron in the Grove, the Zhentarim, tieflings, etc.) and clean out their scrolls. Even a scroll you'll "never use" is a cheap permanent option for the one fight where you suddenly need it.
⚠ Don't waste-cast a scribable scroll If a scroll is a wizard spell and you already have the slot, Learn it instead of one-time casting it — casting consumes the scroll for a single use, learning keeps it forever. (Save one-time casting for emergencies, or for scrolls you can't learn, like cleric/druid ones.)

🔄A huge spellbook only matters because you swap freely

Scribing fills your spellbook (everything you know). Each long rest you then prepare a subset of it — you can prepare (Wizard level + INT modifier) spells at once.

The payoff: you can re-prepare for free any time you're out of combat. So a deep scribed book means you walk into a fire area and prep cold spells, hit an undead crypt and prep radiant/fire, face a boss and load up control. Versatility is the whole point of being a wizard — the bigger the book, the more fights you arrive perfectly tuned for.

☠️Your Necromancy school — the parts that matter

L2
Necromancy Savant — necromancy scrolls cost half to scribe (the table above).
Grim Harvest — once per turn, when you kill a creature with a spell you heal for 2× the slot level used ( if it's a necromancy spell). Living things only — not undead/constructs. Leaning into necromancy literally keeps you topped up.
L6
Undead ThrallsAnimate Dead now raises an extra skeleton/zombie, and all your re-animated undead get +HP equal to your wizard level and your proficiency bonus added to their damage. This is when your little army starts actually carrying fights.
L10
Inured to Undeath — resistance to necrotic damage and immunity to anything that lowers your max HP. Late-game durability.

⚔️Why the necromancer loves our run

The more-enemies mod is your best friend More bodies on the field = more corpses to raise, and more clustered targets for your AOE (Fireball, Hypnotic Pattern, Cloud spells). Where a single-target build feels thin in a swarm, you scale up — your spells and your undead army both get better the more enemies there are.
How you split the work with the party

💎Worth looking out for

📕 The Necromancy of Thay — the necromancer's holy grail

A unique tome in Act 1's Blighted Village (the apothecary's cellar). It's the iconic necromancer item — but a risky, multi-act puzzle, not a quick grab:

Bottom line: pick the book up in Act 1 even if the quest takes ages to finish — and know there's a keep-it-or-destroy-it choice with real story weight.

💀 Withers — already met back in Session 1 (the sarcophagus behind the hidden button in the Dank Crypt). The death-robed butler now lives at camp and is the party's safety net:

🎒Reading loot in our modded run

Heads-up — our loot is modded. We're running Ancient Mega Pack (a 600+ item overhaul, most likely with its randomised "REL" loot turned on) plus Fade's Equipment Distribution (380+ hand-placed items). Two things follow:

Grab or keep anything with these — rough priority order for a Necromancy wizard:

✓ The two fixed +ability boosts (not random — these stay put)
📜 Your scribing is the ultimate RNG hedge In a randomised-loot run, every other class is at the mercy of what drops. You aren't. Scrolls are sold by vendors and scattered everywhere, and scribing turns them into permanent power that doesn't depend on a lucky armour roll. Buy every wizard scroll the traders carry (they may restock) — in a randomised-loot run, that's your most reliable source of new power. → See the loot & gear guide for the necrotic / +INT / on-kill effects to grab on sight.
⚠ Not every scroll is yours to keep Scribing only works on wizard-list spells. If a scroll's right-click menu shows no "Learn spell" option, it's off-list (e.g. Revivify is a cleric spell — that's Eila's department). You can still one-time cast those; just don't expect to bank them.

Good to just know:

🎴Keep-in-mind list