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| #1SorxoresAug 20, 2014 14:10:49 | Why is this spell a spell level 7? Constitution save for half damage. 60ft range, cannot be upgraded do 7d8+30 (61.5) necrotic damage. If the target is killed by this spell (meaining this spell need to be the 3rd hit once he touch the grond or bring the target to -Max HP, since bringing a target to 0 hit point do NOT kill someone he is mearly uncounscious.
If somehow you manage to kill someone with this spell (or hopefully if the spell is intended to activate if you bring the target to 0 hit point) If the target is a humanoid, he going to rise as a zombie under your control.
Last time I check Zombie where VERY weak, AC 8, 26 HP and considering that finger of death is a psell lvl 7, so you need to be level 13 to cast it. a regular zombie from the monster manual won't be very effectif in a level 13 adventures. being a spell lvl 7 you can only cast it once per day (twice at level 20, unless you cast it with with slot lvl 8 and 9) so creating an army of zombi that will follow you in an adventure will take a very long time, and a lot of maintenance, since they will die VERY easyly.
so with a spell lvl 7 I did on average 61.5 damage with a Constitution save, and hopefully createa a weak zombie
Compare this spell with disintegrate: Dex saving throw, 60ft and +3d6 per upgraded level do 10d6+40 (75) Force damage. so already deal more damage, and from an energy type that almost no one have resistance or immunity to compare to necrotic, that a lot of undead are immune or at least resistant to.
If the target would get to 0hit point (compare to being KILLED which at level 13 is very difficult)the target is disintegrated (so die automatically, no death save, no healing possible, it just dead) everythign he carries except magic item disapear as well (ok you might have lost some gold piece that where in it's pouch, but you know that the sword that stay on the ground is magic, so no need to cast detect magic.
The spell also got secondary effect like create door, or destroy any non magical obstacle and all Magical force (like Wall of Force)
So other then RP reason, why would I take with Finger of death? am I missign something? is the zombie not as weak as in the monster manual (is the zombie a copy of the humanoid monster with the zombie template added on him, so a lvl 10 fighter killed with finger of death would become a lvl 10 fighter zombie?) |
| #2reddaemonAug 20, 2014 14:27:10 | Disintegrate is not a good comparison because Disintegrate can miss completely if the target succeeds on the Dexterity saving throw. Finger of death is automatic damage whether they save or not. Compare the damage of this spell to fireball.
Fireball cast as a level 7 spell: 12d6 (about 42 damage on average) Dex save for half Finger of death: 7d8+30 (about 62 damage on average) Con save for half
This spell is best used if you need to focus on a single target as opposed to a group of enemies. Not to mention it also gets around things like evasion. |
| #3Mrpagoda25Aug 20, 2014 14:51:53 | most DMs rule that 0hp for enemies is dead. Under death in the PHB they mention this. But if you play with the same rules of death that governs players then yes this spell kind of sucks. |
| #4NN1Aug 20, 2014 15:35:04 | PHB pg198: "Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws." So death is a bit more likely than you think when used against faceless monsters. It also has some advantages over disintigration in certain circumstances. You don't turn non-magical equipment to dust (including possible written clues, chamber keys, guard uniforms etc.), you do half damage on a successful save, you target con instead of dex (which could be significant against certain foes), and it's a necromancy spell rather than a conjuration (if you're a necromancer, this helps). Plus, you can replace the enemy's leader with a minor zombie minion dealing a significant blow to moral.
The zombie is actually more significant than it seems since 5e animate undead requires daily reapplication to retain undead loyalty, while finger of death make a PERMANENT zombie, that needs no recasting of spells to remain under your command. Necromancy school wizards improve their undead marginally too. A necromancer of level 13 could cast this spell twice a day (with the aid of arcane recovery) adding two permanent additions to their undead army beyond the few undead raised by animate dead, which require indefinite investment of spell resources. There is NO upper limit to the number of undead a caster can control.
Now I'm not saying that finger of death is better or even necessarily as good as disintigration, just that it has enough differences that it justifes its existence. |
| #5ppaladin123Aug 20, 2014 16:33:14 | Zombies themselves might not be all that awesome but there is a certain satisfaction in desecrating your nemesis' corpse and forcing it to serve you. It's a very nice way to make a symbolic point if you are a ruthless character. |
| #6melloredAug 20, 2014 19:25:28 |
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| #7CaptnqAug 20, 2014 20:06:48 | Don't forget death by massive damage. |
| #8spelleyAug 21, 2014 5:14:58 | Assuming your DM plays by the "monsters die immediately when dropped to 0" rule, it's perfect. If not, "Massive Damage" rules and as a "finish them off and raise them a zombie for my growing army" are good reasons to use it. |
| #9SorxoresAug 21, 2014 7:01:37 | Massive damage you need to bring the target at negative max XP. at level 13, a wizard (the class with the lowest HP) have 6+(3.5*12) 48 hp (with a constitution of 10)
so you need to use finger of death to bring him to -48.so you need to bring the down to 14 HP in order to massive damage kill him. so why is it a spell lvl 7? |
| #10melloredAug 21, 2014 7:10:30 |
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| #11reddaemonAug 21, 2014 8:40:46 |
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| #12Thoughts_My_AimAug 21, 2014 15:50:23 | It's also, as far as I can tell, the only way to get a permanent zombie minion. Animate Dead only gives you a zombie for 24 hours. |
| (Reply to #12)NN1 |
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