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General Tabletop Discussion
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Conjuration Specialization: Good idea? [Slightly rantish]
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<blockquote data-quote="Pielorinho" data-source="post: 722656" data-attributes="member: 259"><p>Have you looked at the "augment summoning" feat? I think it's in Magic of Faerun and one other book, but I'm not sure. It grants every creature you summon +1 HP per HD and a +1 bonus to attack and damage rolls. Very nice feat for conjurer specialists.</p><p></p><p>One downside to being a summoning specialist is that it can make your turn in combat last a really, really long time. I've been playing a druid with augment summoning, an animal companion, and a bag of tricks; between me and my menagerie, we take up more table-time in combat than everyone else put together. Eventually my DM pointed this out to me, and so I'm changing my PC around to focus less on summoning and similar tricks.</p><p></p><p>There are some fantastic other conjuration spells for wizards, certainly enough of them to justify taking spell focus: conjuration:</p><p></p><p>Grease (great on fighter's hands: watch 'em try to make a reflex save, hee hee!); Glitterdust (dual purpose invisibility-remover and blindness-causer); Web (a million tactical uses); Summon Swarm (great versus enemy wizards -- and no spell resistance!); Sleet Storm (great for the quick getaway); Stinking Cloud; Evard's Black Tentacles; Cloudkill; Wall of Iron (Timmmmmbeerrrrrrr!); Acid Fog; Incendiary Cloud. Plus all the cool spells from the splatbooks.</p><p></p><p>Probably the next wizard I play will be a conjurer. Their magic is a little bit subtler than an evoker's, but it's got some great options in it.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 722656, member: 259"] Have you looked at the "augment summoning" feat? I think it's in Magic of Faerun and one other book, but I'm not sure. It grants every creature you summon +1 HP per HD and a +1 bonus to attack and damage rolls. Very nice feat for conjurer specialists. One downside to being a summoning specialist is that it can make your turn in combat last a really, really long time. I've been playing a druid with augment summoning, an animal companion, and a bag of tricks; between me and my menagerie, we take up more table-time in combat than everyone else put together. Eventually my DM pointed this out to me, and so I'm changing my PC around to focus less on summoning and similar tricks. There are some fantastic other conjuration spells for wizards, certainly enough of them to justify taking spell focus: conjuration: Grease (great on fighter's hands: watch 'em try to make a reflex save, hee hee!); Glitterdust (dual purpose invisibility-remover and blindness-causer); Web (a million tactical uses); Summon Swarm (great versus enemy wizards -- and no spell resistance!); Sleet Storm (great for the quick getaway); Stinking Cloud; Evard's Black Tentacles; Cloudkill; Wall of Iron (Timmmmmbeerrrrrrr!); Acid Fog; Incendiary Cloud. Plus all the cool spells from the splatbooks. Probably the next wizard I play will be a conjurer. Their magic is a little bit subtler than an evoker's, but it's got some great options in it. Daniel [/QUOTE]
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