Anyone played a Magister?

The Souljourner

First Post
I'm going to be playing in a new campaign that's using the Arcana Unearthed/Evolved magic system and spellcasting classes. I really like the system and I want to play a Magister. I don't have any experience playing them, so I was wondering if anyone had any experience with them. Tips, tricks, good spells, etc.

Thanks,

-The Souljourner
 

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I DM for one. The higher hit points and access to the full complex and simple spell lists will give you a greater level of diversity compared to a wizard. If you are the type of player that like to go for the non obvious,(eg non direct damage) spell and likes alot of intresting options Magister is for you.


I definetly suggest taking the Brandish Magical Might feat as soon as possible. Aracna Evovled does not have a spell penetration feat, so sometimes SR Saves can seem rather rough,(Brandish Magical Might, amongst other things, lets you add your spell casting attribute modifier to the SR roll).

I would also reccomend buying the PDF version of the Grimoire 2 at Monte Cook's website, basically adds more spells, or more accurately converts the spells from his eldritch might series to AE stats.

The most important thing to keep in mind is that AE spells are in general less powerful then D&D spells.
 

satori01 said:
The most important thing to keep in mind is that AE spells are in general less powerful then D&D spells.

Did you find that was true in practice? I remember seeing people worrying about the 1st level fire burst spell that could be used to do 4d6 damage if you're a fire mage who uses the right component at the right time, and the sorcerous blast is like fireball but you can automatically choose what energy form you want to use...

IIRC it has less (no?) save or die spells as a distinguishing feature, but I'm surprised that the spells generally work out less powerful.

I've not seen it in play though, so I bow to your experience!

Cheers
 

Luckily, I am interested in playing a more subtle spellcaster. If I thought I could get away with it, I wouldn't use any direct damage spells... I'm not sure that's really feasible, though. Sometimes you just gotta blow crap up. Please let me know if I'm wrong.

I'm wish PS on this... it didn't look like it was necessarily less powerful than a wizard... of course I think components are probably not going to be used all that often. Who wants to blow a ton of cash for an extra couple d6?

-The Souljourner
 

Plane Sailing said:
IIRC it has less (no?) save or die spells as a distinguishing feature, but I'm surprised that the spells generally work out less powerful.
I haven't played it enough to be an authority on the topic, but AE spells seem weaker, at least in certain areas. For example, Flight gives you a fly speed of 30 ft or your own speed, whichever is slower, Lightning Bolt (well, Energy bolt which is the same except you choose energy type) is an Exotic spell which means you have to take a feat to get it, and there's no way to restore ability damage except with Restoration (5th level spell, though there is a diminished version that only restores ability damage to one stat - so if you're good enough to cast 5th level spells to start with, you can use a 4th level slot to do it).
 

Sorcerous Blast seems to be the mainstay damage spell, much better than fireball, as you can chose energy type, you can heighten it to d8s , or you can diminish it to select a single target only if you want.

However, it seems to be the only real good attack spell, especially as one gets higher level slots. Think of a wizard using 4th and 5th level spell slots to cast bigger fireballs, but not using them to cast baelful polymorph, or Phantasmal Killer or any number of spells that effectively take out an oponent all by themselves.

As an aside Fireburst is best cast off a Druids Flamming Sphere spell, a little tactic the Magister and Druid came up with. Fireburst is a better version of Flamming hands in all reality. Whenever the Magister cast Fireburst it always seemed to be a circumstance where either the monster would die and or the players around the monster would die as well from the damage.
 
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satori01 said:
Whenever the Magister cast Fireburst it always seemed to be a circumstance where either the monster would die and or the players around the monster would die as well from the damage.

Now thats MY kind of spell ;)
 

IMO the major difference is that buffs are much weaker (a good thing) and save or die spells (almost) don't exist (another good thing). And you are able to heal, cure disease and so on.

The metamagic feats are much more thematised (is that even a word?) and can add pretty strong extra effects on the right spells.

All in all you should generally feel you have much more options. One day a blaster, the next a investigator and the next a healer.
 

The Souljourner said:
I'm going to be playing in a new campaign that's using the Arcana Unearthed/Evolved magic system and spellcasting classes. I really like the system and I want to play a Magister. I don't have any experience playing them, so I was wondering if anyone had any experience with them. Tips, tricks, good spells, etc.

Thanks,

-The Souljourner

Hello,

Do you mean the class magister or the forgotten realms position ?
 

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