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General Tabletop Discussion
*Pathfinder & Starfinder
Conjuration specialist - a good idea?
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<blockquote data-quote="Justinian" data-source="post: 604967" data-attributes="member: 6358"><p>Definitely ban evocations. With proper spells (including just a couple from MoF and R&R) you can hand out nearly as much damage as an evoker. Take Empower Spell and Extend Spell to add to your punch. Extending and/or empowering <em>Melf's acid arrow</em> makes spellcasting quite difficult, and an empowered flame arrow is better than an empowered fireball, IMO, because of the flexibility. Flame arrow also doesn't cap.</p><p></p><p>As for summoned creatures, Illusion school is your best friend here. As previously mentioned, being invisible is nice, but a blurred, mirror imaged, displaced set of summons will take a lot of the heat off of you. Re <strong>kigmatzomat</strong>'s comment about the Shadow Evocation spells, it may be better to put your minor focus in Illusion instead of transmutation.</p><p></p><p>A bonus to the Conjuration/Illusion package is that if your character's skill with summoning becomes common knowledge, you can throw out illusions of summoned creatures to cause a little confusion among the enemy.</p><p></p><p>The Power Word spells have no save, so SF: Conjuration isn't useful for those. However, if you want to use flame arrow, the Mestil's spells from MoF, and other damaging conjuration spells, you will definitely want SF.</p><p></p><p>One last plus to Conjuration: You can use your extra spell per day, at higher levels, to always keep a <em>Leomund's Secure Shelter</em> or the higher versions around to rest in.</p><p></p><p>Yes, I've played a Conjurer. It was a lot of fun.</p></blockquote><p></p>
[QUOTE="Justinian, post: 604967, member: 6358"] Definitely ban evocations. With proper spells (including just a couple from MoF and R&R) you can hand out nearly as much damage as an evoker. Take Empower Spell and Extend Spell to add to your punch. Extending and/or empowering [I]Melf's acid arrow[/I] makes spellcasting quite difficult, and an empowered flame arrow is better than an empowered fireball, IMO, because of the flexibility. Flame arrow also doesn't cap. As for summoned creatures, Illusion school is your best friend here. As previously mentioned, being invisible is nice, but a blurred, mirror imaged, displaced set of summons will take a lot of the heat off of you. Re [B]kigmatzomat[/B]'s comment about the Shadow Evocation spells, it may be better to put your minor focus in Illusion instead of transmutation. A bonus to the Conjuration/Illusion package is that if your character's skill with summoning becomes common knowledge, you can throw out illusions of summoned creatures to cause a little confusion among the enemy. The Power Word spells have no save, so SF: Conjuration isn't useful for those. However, if you want to use flame arrow, the Mestil's spells from MoF, and other damaging conjuration spells, you will definitely want SF. One last plus to Conjuration: You can use your extra spell per day, at higher levels, to always keep a [I]Leomund's Secure Shelter[/I] or the higher versions around to rest in. Yes, I've played a Conjurer. It was a lot of fun. [/QUOTE]
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