Building a character specialized in electricity?

Psionicist

Explorer
Hello there!

I have gotten really interested in electronics and such IRL, so I would like to play a character interested in electrical things too.

I've figured out that I have to play either a wizard/sorcerer, a cleric or a psion to get electricity powers. As a wizard, I can have one of those electrical familiars which is a plus.

The question is, if I want to create a character with as many electricity powers as possible, do you think I should play a wizard, sorcerer, psion or cleric?

Sincerely,
Psionicst
 

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I would do a wizard.
Using the "Energy Subsition MetaMagic-feat" you can do what you want.
Wizard is really good for this, because a Sorcerer needs the "Arcane Preparation feat" to work right (or the casting time gets long.)
You can use "Energy Subsition MetaMagic-feat" (at a cost of +0 levels) to make lots of stuff Electric.
Ray of Lightning (ray of frost)
Lightning hands (burning hands)
Melf's Lightning Arrow (Melf's Acid Arrow)
Lightning Sphere (Flaming shpere)
Lightning Balls (Fireball)
Lightning Storm (Ice storm)
Lightning Swarm (Meteor Swarm)
Etc, etc, etc...
Lots and lots of cool stuff that way.

If you really wanted you could also be be: (I wouldn't)
Race:
-Half-Elemental or Elemental (Air)
-Half Dragon (Bronze or Blue)
PrC:
-Dragon Disciple (Blue or Bronze)
-Elemental Savant (Air)
 

Boring

Now that is boring... energy substitution. Those are the most generic and uninventive spells I've ever seen.

If you wanna go by the rules: There are MANY electrical spells in each level that would fit. I strongly advise you to check the Oriental adventures, they got nice elemental spells.

Best thing though: This would be houseruling...

I removed crap like Magic Missile from my campaign. Use inventive spells instead. Some guidelines:

- Fire does generic damage (D6/level) but enemies who don't save start to burn. If spell allows no save, they have to save against DC15.
- Lightning does a little more damage(D6+1/level)... though some lightning effects may stun or paralyze enemies.
- Cold: lowest damage (warm clothing DR2) (about D4/leve) but requires Fort saves and slows/stun/paralyzes.
- acid/sonic: ignores hardness and damages items mostly... acid usually does D3/level damage but for several rounds.

Other effects may be necromancy, similar to chill touch.
 

Re: Boring

Darklone said:
Now that is boring... energy substitution. Those are the most generic and uninventive spells I've ever seen.
If you wanna go by the rules: There are MANY electrical spells in each level that would fit. I strongly advise you to check the Oriental adventures, they got nice elemental spells.
Yes there are, and in MoF too, but the energy substitution can suplement it.
Together there would be tons and tons of spells at every level.
Darklone said:
Best thing though: This would be houseruling...
Have to goto the house rules didn't you, couldn't just keep it with rules, this is the rules forum after all.
Darklone said:
I removed crap like Magic Missile from my campaign. Use inventive spells instead.
Take magic missle out?
You're insane, truely insane.
Darklone said:
- Fire does generic damage (D6/level) but enemies who don't save start to burn. If spell allows no save, they have to save against DC15.
- Lightning does a little more damage(D6+1/level)... though some lightning effects may stun or paralyze enemies.
- Cold: lowest damage (warm clothing DR2) (about D4/leve) but requires Fort saves and slows/stun/paralyzes.
- acid/sonic: ignores hardness and damages items mostly... acid usually does D3/level damage but for several rounds.
Your working way to hard.
For all the extra work it really doesn't add a whole lot, just adds a bunch more stuff to roll for. :)
You got to work a few more things out too.
I'd assume the frie save is reflex?
What happens if you catch on fire?
Etc. etc. etc.
Way to much work, for not a whole lot of flavor.
Not to mention the fact that the game balance for spells gets all messed up.
 

Someone in my campaign wanted to do this very thing. I accomodated him in two ways:

1. I let him take the spell thematics feat and apply it to spells without increasing the casting time (he's a sorcerer). Certainly a benefit but not an incredibly powerful one

2. I am letting him take electrical versions of existing spells (like fireball, melf's acid arrow, etc...). If a wiz/sorc can research spells that do this why can't a character take them to begin with? It's not like giving him energy substitution for free since with that feat a spell can do 2 damage types (depending on whether you use the feat) and he can only do electrical. However I think he is going to take the feat because he realizes some creatures are immune to electricity!

UofMDude
 

Why are so many people working so hard against energy substitution? It is the feat that has once again made the Elemental Wizard popular in D&D (and now, legal).

Energy substitution is a great feat, and I emphatically endorse it, because it works very well - and is actually more balanced in my opinion than the energy substitution available in the Archmage class from Forgotten Realms.
 

BoEM has a Lace Spell feat that lets you add 1d6 damage of any elemental type to a spell for no spell slot increase. Think og the fireballs with a web of lightning around the edge...
 

Re: Re: Boring

MythandLore said:

Your working way to hard.
For all the extra work it really doesn't add a whole lot, just adds a bunch more stuff to roll for. :)
You got to work a few more things out too.
I'd assume the frie save is reflex?
What happens if you catch on fire?
Etc. etc. etc.
Way to much work, for not a whole lot of flavor.
Not to mention the fact that the game balance for spells gets all messed up.

Sorry couldn't resist :) About adding a lot? My players love it. Magic Missile: Well... if I want that spell I play stone, scissors & paper, not D&D.

For the "extra" saves (as there are no extra saves): No extra rules. Not much more work. Those are covered by the DMG. Game balance: Not a problem till now. My players tend to have weaker spells than the typical ones if they choose these.
 


I like the Elemental Savant (Air)

This will give your character resistance to lightning and increased DCs and Penetration with your lightning spells. The other benifits of the class are well worth it as well immunities (poison, stunning, and criticals) and Darkvision.

I went the Sorcerer route which gives more flexibility when attacking (IMHO).

Dwarmaj
 

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