Specialist mage question
MasterChef
Member Posts: 43
I'm planning on doing a full run of the series with a half-elf multi-class fighter / mage, and was going to use a mod to give my character a mage specialization.
While I know the conjurer specialization is the typical "power" specialization, losing only divination spells, I was wondering if the saving throw bonuses (both offensively and defensively) could make one of the other specializations more interesting, especially since I'll be running with a full party. For example, has anyone noticed if the saving throw bonuses make an Invoker character considerably more effective in fights? Thanks for the help!
While I know the conjurer specialization is the typical "power" specialization, losing only divination spells, I was wondering if the saving throw bonuses (both offensively and defensively) could make one of the other specializations more interesting, especially since I'll be running with a full party. For example, has anyone noticed if the saving throw bonuses make an Invoker character considerably more effective in fights? Thanks for the help!
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Abjuration
None
Conjuration
Glitterdust
Prismatic Spray
Symbol: Stun
Divination
None
Enchantment
Sleep
Charm Person
Ray of Enfeeblement
Dire Charm
Hold Person
Emotion
Confusion
Chaos
Hold Monster
Feeblemind
Evocation
Chromatic Orb
Web
Stinking Cloud
Fireball
Lightning Bolt
Sunfire
Cone of Cold
Chain Lightning
Delayed Blast Fireball
Incendiary Cloud
Illusion
Blindness
Spook
Necromancy
Chill Touch (not Ghoul Touch, though)
Horror
Skull Trap
Contagion
Finger of Death
Horrid Wilting
Wail of the Banshee
Transmutation
Slow
Polymorph Other
Flesh to Stone
Disintegrate
Sphere of Chaos
enchanter: yes you lose magic missile, lightning bolt and fireball, but the thing about enchantment spells is that they are still VERY powerful all the same, especially hold monster, that spell is a beast on its on, but with an enchanter baddies get a killer -4 penalty to the save, and better yet, its the save vs spell save, not save vs death, anything that makes an enemy save vs spell instead of death is waaaaaaaaaay better, anyway, 2 crazy deadly spells for enchanters are emotion and hold monster, but harsh saving throw penalties you will see a lot of your baddies stuck in place while you wave ur willy in their faces because they cant get you, plus other crowd control spells like confusion and chaos, for the enemies who are immune to hold spells, these are also killers, especially to caster groups whose save vs spell are a little better, with an enchanter casting chaos their enemies get a whopping -6 penalty to the save, absolutely devastating, while confusion will still pump out a vary nice-a -4 penalty ( with an enchanter) and the thing to remember about most evocation spells: a lot of them ( if not most) will hurt party members from radial/are of effect damage, while enchantment spells can thrown in all silly nilly like with no damage to your team mates
necromancer: this actually might be a wonderfully useful specialization kit for legacy of lol mode, since enemies on that difficulty have outrageous HP, killing them instantly is much more efficient, and a necromancer has 3 absolutely mind boggingly killer spells, although it might take a little time to get there, you will appreciate it all a little bit more. The first being finger of death, just by itself this spell is awesome, first the victim must save vs spell ( lol, not save vs death, save vs spell, which is good anyways because enemies save vs spell is always worse) at a -2 penalty or die, so if you're a necromancer that beautiful penalty will be -4, and since its a save vs spell, expect to see your enemies did often, next; abi-dalzim's horrid wilting, ah the wonder spell, the spell that at level 20 deals an outrageous 20d8 damage (20-160) which is already an awesome amount of damage, but do you know what makes it better? being a necromancer and giving your enemy chums a -2 penalty to their save, so you can count on have that spell hit hard, and even better yet, the spell does not hurt team mates so fling in the wilting into the fray of battle and watch your enemies melt, and then lastly, another wonder spell: wail of the banshee, especially if playing legacy of lol mode, this spell can be an absolute life saver, now granted I don't know if the enemies save vs death or spell ( im going to assume its save vs spell) this is basically a radius finger of death, because when it comes to combat, realistically the goal is to vanquish your enemies as soon as possible, and when the baddies are having a penalty to their save or die instantly that's not looking good on the enemy's side of things, and and also skull trap will make enemies save at a -2 penalty as well, and in retrospect I think skull trap is a little better than fireball since it deals magical damage instead of fire damage ( which a lot of enemies more or less of resistance to) but there are a couple of disadvantages about the dreaded necromancer and that is its opposing school: illusion, unfortunately the illusion schools has some amazing spells available to them, now granted I only ever use 2 of them in my play throughs but this still has to be considered all the same, the main good ones that you will be missing out on are mirror image ( which is a wonderful defensive spell of coarse) and mass invisibility ( which is probably one of THE BEST defensive/buffing spells in the game) but on the flip side, if you are fighting enemies who are just pumping out true seeings front, left, right and centre, then illusion spells are useless anyway
so long story short, if you want to get the best bang for your buck on a wizard specialization and if killing baddies in an efficient manner is the thing you are looking for, I would say either go for enchantment, or necromancy
Are some spells coded differently so they receive the save penalty effect when cast from a kit, or does just the school of the spell determine if the kit give bonus to it? If I change a spells school to something else, will the new school specialist benefit from it immediately?
At the very least, symbol spells should be abjuration so abjurers at least have something to impose their save penalties. It works as a ward so it makes perfect sense, too. Diviners will still be weak, though. Hey, at least know alignment spell works for them since it also allows a save?
Still, abjurers are the worst to play. A mage specialised in protective magics but can not protect himself well. No stoneskin means dead mage, fast. You can not hope to have pro from magic weapons active all the time, stoneskin is mandatory and essential to a mage. 1d4 hit dice just is not enough to survive heavy hits like backstabs or criticals without a stoneskin. Diviners will also lack bonuses from a familiar, so will be weaker in hp, that is a significant thing, especially when enemis employ power word stun and kill spells.