An all-mage party

drothgery said:
Am I the only one who was thinking that "all characters have half their levels as arcane casters" doesn't have to be anything close to "all wizards"? I mean, there are lots of core classes that are arcane casters, even just looking at WotC stuff...

Well, we don't have access to a lot of the books you described. Some, but not all. And anyway, most of my players hate multiclassing, so they're unlikely to bother. It's likely to be maybe one multi-class or PrC and the rest as 10th level wizards. They hate sorcerers too.
 

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Because D&D penalises a caster 5/anything else 5 versus a caster 10, powerwise, you could consider the Ars Magica option: One wizard or sorceror of a higher level than the other PCs, who are his cohorts and bodyguards.

It offers a roleplaying hook to hang the PC's hats on - what is their relationship to the mage, what bases do they cover that he/she doesn't etc. Make the mage an absentminded academic with no street knowledge (low wisdom score), or an Inspector Gaget-esque bungler who is continually being saved from himself by the other PCs (whilst taking all the credit for the results, of course) and it could be a rich vein to mine.

The main problems possibly include balancing such a party versus encounters, and making sure that the mage PC doesn't lord it over the other PCs or dominate play completely.
 
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STARP_Social_Officer said:
Well, we don't have access to a lot of the books you described. Some, but not all. And anyway, most of my players hate multiclassing, so they're unlikely to bother. It's likely to be maybe one multi-class or PrC and the rest as 10th level wizards. They hate sorcerers too.

Well, what do you have? The missing the alt.mages (warmage, wu jen) isn't a big deal (a case can be made that an evoker works better as a blaster than a sorcerer or warmage). And you can almost sub for a cleric or a rogue with a bard (and with a five person party with only core arcane casters, I'd want two); a Beguiler's a better sub for a rogue than a Bard, but if you house-rule giving bards trapfinding and giving them Use Magic Device as a class skill, they'll be okay. But the real problem is subbing for a fighter. A PHB2 Duskblade or a CWar Hexblade will help a lot on that point, and if not, strongly encourage someone to do an old-school gish build (fighter/wizard/eldrich knight or spellsword).
 

It sounds like a cool idea. Will the group be on a particular mission (assuming they know each other or are from the same academy/tutor)?

Your mages may want to play with the options found in my Behind the Spells series if only to break up the monotony of having the same spells available to them.
 


I recommend an Archivist in the party. It has a wizardly flavor, and a spellbook, but casts divine spells, so it allows the party a regular healer.

However, the group will *work* without the Archivist. My level 13 Necromancer/Pale Master starts fights off with Kiss of the Vampire and becomes a practically unstoppable tank, added to group invis and the other tricks, the group ought to be able to just annihilate its enemies regardless.

Still, archivist is in flavor and would allow fun.
 

Napftor said:
It sounds like a cool idea. Will the group be on a particular mission (assuming they know each other or are from the same academy/tutor)?

Yes to both. They represent one of two rival magical orders, founded in the same year by twin brothers. Every year the two guilds have some sort of magical contest, and this year, being the 100th anniversary, both of them are competing in a magical scavenger hunt, adjudicated by the Circle of Eight. Each member of the Eight has designated one item, such as a lich's phylactery, a philosopher's stone, a dragon's egg and so on, to be delivered to them in exchange for a 'token'. The first 'team' to deliver all eight tokens to Mordenkainen wins. The Eight, of course, have a hidden agenda for going along with the idea. The contest pits the two teams against one another, but they can't actively seek to kill or harm their opponents.
 

STARP_Social_Officer said:
No, I can't do that. They'll hate that. They don't like having subservient relationships forced upon them - I know this from experience.
You made them subservient to an NPC? If so, no wonder, I don't know any player who likes that.
 

Well, we had Session 1 last night.
It was meant to just be character creation, which I always do at a session because it helps for everyone to have access to each other and the DM while they're creating, particularly in something like this where co-ordination is important. We ended up going for longer, and I sent them on a rather impromptu, improvised adventure. Only two players were there, but that didn't seem to matter. They actually did rather well. I have a 7/3 Diviner/Loremaster and a half-dragon 7th-level Warmage (curse those level adjustments). Anyway, the items they had to find were a philosopher's stone, a lich's phylactery, a live Efreeti, a painting by a particular rare artist, a dragon's egg, a talking sword, a shield guardian with amulet, and a dead storm giant. In line with the dragon's egg idea, the diviner and the warmage decided to go find the warmage's "mum", who had a lair in the Abbor-Alz, and went for a little walk, where they found "mum's" lair had been taken over by an Erinyes and her ogre-mage servants, who had enslaved some Graysmere dwarves into mining and manning their forges. They rescued some of the dwarves, despite being about as subtle as an atomic explosion, but they had to dimension door the hell out of there when the Erinyes commanded her four Barbazu henchmen to "advance on them, menacingly". They plan to go back when they have a full-strength party. Overall it was a good night, and they are clearly enjoying this idea. I can't wait until they have more people, though - they're short on utility spells.
By far my favourite part of the night, however, was an encounter with some bandits. The PCs took shelter from the storm in a cave, and later that night some bandits came in, apparently using it as their hiding place for their valuable treasures. The PCs couldn't see the bandits - they were in two seperate caverns, so all night they had to listen to the bandit's moaning, and figured out the politics of the gang in about ten seconds - everyone hated the leader but were too scared to challenge him. After the nattering and pratlling from the gang went on for several hours, the diviner got fed up, and walked into the other cave and boldly said "Excuse me! Will you keep it down? Some of us are trying to get some sleep!"
It was class. There followed a brief battle where the warmage fried two of the five bandits, and the diviner sent the leader alone back through the hills without any equipment. The other two joined the PCs - one died, but now they have a half-orc follower who's more than happy to help them out considering he now gets far more of the treasure than he used to. Pure class. They didn't even need a charm spell.

Also much use of scrying spells to spy on the other team. My fave: a clairaudience/clairvoyance spell in the library to find out which artefact the oppositng team were researching. Worked like a charm.
 

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