An all-mage party

Abjurer, summoner, evoker specialists, a cleric/mage and a bard or sorcerer. That should just about be buff-tastic and soak-tastic while allowing just enough offensive power to get you out of that tight situation. I also suggest staying in town for about 3 levels.

I have never run an all mage party, but had a grand old time running a guild of thieves. 7 players, all at odds against the law. Only ran three adventures, but they still talk about it to this day. Good luck and happy gaming!
 

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I have run an all arcane caster campaign..... not by design but that is just how the classes shook out after character creation.

Based on my experience, the concept is doable, if the class mixes are right.

At low levels, the characters are vulnerable to being bulldozed by melee types unless they are careful.

At high level, the party can be hell on wheels. Once the party got about 13th level and up, they frequently would blast/obliterate the opposition to cinders in one round of combat.

All the characters had improved initiative and good Dex or Dex buffs, so frequently, the entire party would get initative and would slag the oppostion before the opposition could effectively react in a meaningful way.

The party would come up with spell combinations that were lethal, especially on the usually solitary BBEG. Some examples - one spell caster would take a ready action to cast wall of force or telekinetic sphere or crushing sphere. Then the other casters would cast spells like cloudkill, creeping doom, or any spell that dealt continuous damage for X rounds. So, the BBEG would get several duration damage spells cast upon him or in his square, then the readied telekinetic sphere / walll of force would gift wrap the BBEG so he couldn't escape the AoE of the spell effects.... Nasty

Of course, my players all liked playing spellcasters and were very good at that role. Once they gleaned onto doing party spell combinations, the bad guys had a tough time staying alive unless they had significant spell resistance or were constructs.
 



Yea in a short campaign over last summer (3 months). Started at level 7, the PCs were newly hired teachers at a wizard academy (think Terry Pratchett).
I forced them all to be different specialist too.
Characters were:
Fire elf evoker
Gnome illusionist
Drow Elf Necromancer (I reduce drow LA to +1 in my games so it didn't hurt him too bad)
Human Diviner (left game half way through summer)

It went pretty well. I allowed specialist variants from Unearthed Arcana, the necro took the skeletal minion variant, they used him and other undead to tank for them. To heal they used improved versions of healing salves (an alchemical item from Tome and Blood that heals 1d8 damage with a full round of application, I allowed for 2d8, 3d8 and 4d8 versions).

It was a good game, players who'd never played wizards or done item creation before got to try it out.

We ran from 7th-11th level. The idea was to play the game just that summer so at the end of the summer we ended it and went on to our next venture.

PS: My players are use to not having anyone heal them in combat (either no divine caster ora divine caster who only heals after combat or in combat if necessary). So they didn't really notice the lack of a cleric.
 

I had a group of all bards and thieves once. Now the bards filled the healing gap so that was good.

For your group I would give them the opportunity of take a feat that allows them to heal using arcane magic.

You could call it say Arcane Healing or Healing Arcana Make it basically allow them to cast the non mass type healing spells at the original spell level +1 (so CLW would be level 2 and CMW, which could make a big difference for them at level 1 with the d4 hit die level 1)

Also use the hirelings rules and allow them the opportunity to hire shield bearers and pikemen or even swordsmen to take up the damage taking role. They are only like 3sp a day for Hextor's sake. This wont last forever since they are 1st level warriors but you could allow a couple of them to be exceptional and advance in level along with the group to be hired later as mercenaries and perhaps even cohorts at some point as well.

My thoughts....use them as you wish....or not.....

DerHauptman-Out!
 





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