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Old 6th May 2009, 04:15 AM   #261 (permalink)
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Complete Arcane and Spell Compendium add a lot of Conjuration "blasties" to the menu, but only a few of them actually allow saves. Transmutation is probably a better choice, overall...as long as you stock up on Transmutations.
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Old 6th May 2009, 04:15 AM   #262 (permalink)
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Conjuration is really good if you're doing cloud spells or wall spells, essentially battle field control. A conjurer can dictate an entire fight with a few well placed spells.
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Old 6th May 2009, 04:38 AM   #263 (permalink)
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Thanks Rathan, and thanks to everyone else who has been so helpful! Now, however i think i need a ruling by Jemal before i can select my High Arcana feats. Check this out:
Mastery of Elements

The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

This High Arcana makes the Energy Substitution feat useless (but it still is a prerequisite for Elemental Savant so i must keep it). Furthermore it completely removes the disadvantage of being an Elemental Savant who's spells are all of the Fire type unless they are Energy Admixtured. If i can use this High Arcana to change energy subtypes on the go, i will basically never have the problem of facing immune monsters, and thus can drop Searing Spell (as it makes the spell use 1 level slot higher)

Also, can anyone advise me on how to get some sort of resist for all the elements? Or at least for Cold? I am using both ring slots fyi.

Oh and Jemal, how can one obtain a Staff of the Magi?

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Old 6th May 2009, 05:15 AM   #264 (permalink)
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Jemal, Like Roronoa said I had no reason to think Complete Champion would be any less Core+Complete then Complete Mage. But I suppose that does keep her damage output manageable until epic. the Skillful enhancement is to use a spiked chain without burning a feat. Sizing is for when she's using Shapechange from a scroll. Spellsight Spectacles are from Complete Arcane. Efficient Quiver is the SRD name for Quiver of Elhona, yes. I'll make the other changes ASAP.

Shayuri, Your background sounds good to me. But while K.'s name is derived from Katherine its actually Kaethrynne.

Myth and Legend, Conjuration does have some decent blasting spells. The Orb line of spells caps out at 15d6 single target and includes a secondary effect. But they're not impressive compared to what evocation has to offer. Transmutation has Disintegrate, but Rpgramen is right that upping the DC on Illusion or Enchantment is probably better.
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Old 6th May 2009, 05:40 AM   #265 (permalink)
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One more thing, before i get to bed (hopefully i can finish the list tomorow while at work). Jemal, any word on spells known for a Wizard? Do i know all the spells for each level? If not, what are the restrictions? Thanks!
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Old 6th May 2009, 05:43 AM   #266 (permalink)
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I like Spell Focus (Enchantment), gotta love Dominate Monster!
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Old 6th May 2009, 05:43 AM   #267 (permalink)
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The best Transmutation "blast" is actually Polymorph Any Object, IMO.

Very workhorse spell.

But yeah, Enchantment boasts Dominate Monster...which is great as long as it's not immune.

Void, sorry about the name thing...I think I'll just abbreviate to Kat, if that's okay.
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Old 6th May 2009, 05:49 AM   #268 (permalink)
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Quote:
Originally Posted by Myth and Legend View Post
One more thing, before i get to bed (hopefully i can finish the list tomorow while at work). Jemal, any word on spells known for a Wizard? Do i know all the spells for each level? If not, what are the restrictions? Thanks!
You learn 2 spells everytime you go up a level in spellcasting. Ususally you learn spells from the highest level you can cast, but you don't have to. Other than that, unless you spend gp to buy scrolls and scribe them into your spellbook you don't know them.

At least that's core rules
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Old 6th May 2009, 07:22 AM   #269 (permalink)
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Indeed. You begin play knowing all Cantrips (0th Level) spells, plus 3 + Starting INT Modifier 1st Level Spells. Each level thereafter, you gain 2 per level unless you purchase/craft and scribe scrolls to your spellbook.
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Old 6th May 2009, 08:25 AM   #270 (permalink)
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Myth: Don't forget that there will be times when monsters are pretty much resistant to everything. Considering you can convert your spells to sonic damage there won't be alot of these cases, but theres also magical equipment and spells that can protect against elements. Simply speaking, there is NO way to circumvent the effects of a searing spell (not an elemental based one anyways ). Besides, it saves you from having to guess what kind of elemental defenses your opponent may or may not have.

Long story short, if you really need the feat slot, don't take searing. If you want to be able to kill anything not immune to magic, then take it.
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Old 6th May 2009, 10:14 AM   #271 (permalink)
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RE: Spell focus.
The reason I didn't suggest transmutation, illusion, etc for the spells that are being suggested to you is b/c I personally dislike 'save or die' type spells, especially looking at it from a blaster-mage PoV.
Poly Any, Weird, Dominate, etc are all nice spells.. if the opponent fails his save. That's kinda counter-productive for a blaster mage. If you're going to be going 'save or die', it's something you'll keep spamming until they.. die. If you're a blaster mage, you're dealing damage until they die. There's little point in going "this round you take 80 damage, next round you save or die, next round you take 80 damage". If they fail the save or die, then the damage is irrelevant. If they make it, then IT is irrelevant.
Secondly, a lot of epic creatures (And 99% of 'boss' encounters) are immune to most save or die type spells.
Finally, save or die type's are only really effective if you're doing everything in your power to crank their DC, not just a single feat investment.

as for why I suggested conjuration:
Cloudkill, Incendiary cloud, Sleet Storm, Stinking Cloud, Web, etc. As Ethandrew said, Conjuration is good for control, which can be useful when you are expecting a long/difficult fight (IE BOSS fights)

If you're using illusion/enchantment for the other types of spells (One's that aren't "Save or combat's over", then they'd be useful additions I suppose, for some added 'control'.

Myth - Yes, mastery of elements works with Energy admixture, it's what's known as a 'virtual feat'. It provides the exact equivalent of a feat and thus qualifies as that feat for meeting pre-reqs.
As far as droping Searing - I second what RO said.

As for Spells known - That's listed under spellcasting for Wizards. A breakdown is as thus:
You start play with all(CORE, IMO) zero level spells known, and 3+int mod(starting int mod) first level spells. At every level up, you gain 2 spells known of any spell level you can cast.
At 20th lvl, you have5+int 1st lvl spells known, 4 of each other up to 9th, and 4 more of any level (Keep in mind that you can swap a knowable spell for a lower level spell, but can't trade 'up'.
You can also add to this by buying a scroll of a spell and then transcribing it to your spellbook.

Resist all elements? You're a mage.
PHB: Resist Energy, Protection from energy (third level)
Spell Compendium:
Contingent Energy Resistance (5th lvl): The first time you're dealt energy damage, the spell lasts 1hr/level or until activated. When you're dealt Energy damage, it activates and gives you resist: 10 vs that energy type (for 10min/lvl).
Energy Immunity (7th lvl): Gives you immunity to one energy type of your choice for 24 hours.

Voidrazor - Sorry, as I said before I'd forgotten about the champion. I'd just prefer to keep pounce away from PC's, it's just.. wrong.
I actually found the spectacles in complete adventurer while looking for something else *L* They're OK.
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Old 6th May 2009, 10:28 AM   #272 (permalink)
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My suggestion in regards to the Spell Focus is to take Necromancy for Horrid Wilting. Its got a save, so it gets an advantage, but still deals damage if the save is successful, has a fort save so you can use it on people who are good against ref, and has a bigger area than most boom spells. You won't have to worry about resistances either.

Also, one other thing about Searing Spell for you to know Myth. Your energy admixture is only one element that you have to pick when you take the feat (for you I'm guessing it will be fire). Mastery of Elements/Energy Substitution don't change the energy type of the energy admixtured damage, so searing spell will always be a plus if you are using energy admixture.
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Old 6th May 2009, 12:05 PM   #273 (permalink)
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Quote:
Originally Posted by Roronoa View Post
Also, one other thing about Searing Spell for you to know Myth. Your energy admixture is only one element that you have to pick when you take the feat (for you I'm guessing it will be fire). Mastery of Elements/Energy Substitution don't change the energy type of the energy admixtured damage, so searing spell will always be a plus if you are using energy admixture.
Unless he takes admixture multiple times, once for each one.
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Old 6th May 2009, 02:22 PM   #274 (permalink)
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Hmm i have always liked Horrid Wilting but that's not enough to make me go against the character cocept.. Conjuration it is Now i have to look at the Spell Compendium, Complete Arcane and the SRD to choose my spells... Also, you guys sold me on Searing Spell I realise the character is not the optimal best a caster could be at level 20, but i like her for my very first try at playing a high level char.
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Old 6th May 2009, 02:44 PM   #275 (permalink)
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also, I know you're allready sold, but my roomate just told me something about searing spell that I hadn't noticed before: It rapes cold subtype. Normally cold subtype takes 50% more damage from fire. Searing spell DOUBLES the damage to cold subtype, instead of just 50% bonus.
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Old 6th May 2009, 04:23 PM   #276 (permalink)
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Jemal - Have you had a chance to look over Chevik once more? Also I posted on teh Book of Knowledge and the spell to create said book. Let me know what you think of those please...
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Old 6th May 2009, 05:09 PM   #277 (permalink)
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Book & Spell are OK, haven't gone over sheet yet.
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Old 6th May 2009, 06:16 PM   #278 (permalink)
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Myth - I took a quick look at your sheet in the rogues gallery and noticed on skills you have 24 as your base, but 23 is max ranks for a class skill at 20th level...

Didn't look too deeply at anything else, but that just caught my eye.
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Old 6th May 2009, 07:56 PM   #279 (permalink)
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Sigil is updated, incorporating the requested changes.

I -think- I got everything, but let me know if I missed anything.
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Old 6th May 2009, 08:11 PM   #280 (permalink)
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OMG.. If it was only the SRD i'd have chosen my spells by now. But the SC and CA books give so many choices to wade trough... And i can't really neglect them since i'd get paranoid that i'm missing some gret spell!. I will finsih my character by tonight though (US time). BTW i definately can't fit in with 4 spells known per level, there are a great number of utility spells it's useful to know. How much do spell scrolls cost?

Quote:
Myth - I took a quick look at your sheet in the rogues gallery and noticed on skills you have 24 as your base, but 23 is max ranks for a class skill at 20th level...
*blinks* isn't it 4 at level 1 plus 1 per level? so 4 + 2 = 24 I'll change it to 23 if you guys say so though, sorry i'm still new
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