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Help me munchkin out an enchanter!

Are you allowed to use the variable rules from Unearthed Arcana? They have specialist wizards that have better benefits IMO. I think they are called domain wizards. But you get like higher saves and spells quicker depending on your domain (like picking an enchantment domain). Check it out
 

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I never liked Enchanters because their spells are easily countered by the Mind Blank spell. If that wasn't bad enough, Mind Blank lasts 24 hours and can be cast on creatures our than the caster. When I played a high level wizard, I would prepare it daily, and sometimes I'd save one for my dwarven fighter buddy, too.

But since you're challenging yourself to build a great enchanter, I'd prepare a counter to the Mind Blank. Greater Dispel Magic is an obvious choice, combined with Greater Arcane Sight to identify its existence on your target. Practiced Spellcaster (or any other feat to raise your caster level) would give you the added punch for your dispels to work. Heighten Spell for better spell penetration. Already mentioned are the spell focus and spell penetration feats, both really important since most your spells must be cast directly at a target.

Maybe you can find some synergy between quickened debuffing spells like Touch of Idiocy/Crushing Despair/Dispel Magic + enchanments for greater effectiveness.

Also, don't neglect the wizard specialist variants in UA.
 

Thanee said:
Fatespinner is the PrC of choice.

And if you think enchantments are weak you havn't seen enchantments in effect. :p

Bye
Thanee
No, no I haven't. Since the DM usually "happens" to make the save roll for the bad guy. All or nothing saves usually mean "nothing" when the DM is rolling the dice. :(

WingOver: thanks for the ideas. I've heard a couple of 'em over on Nothingland, but the Greater Dispel is one we missed. :)
 

Cyberzombie said:
No, no I haven't. Since the DM usually "happens" to make the save roll for the bad guy. All or nothing saves usually mean "nothing" when the DM is rolling the dice. :(

Sounds like you have a problem DM - and I can't help but thinking from one of your other topic posts you might also be playing in a campaign where enchanters aren't an optimal wizard choice anyway. That is to say, you're going to be doing lots of fighting against undead and other creatures with resistance to mind-affecting effects. Seems to me like you're pruposeyl making it difficult for yourself! Having said that, I agree with others' recommendations for feats, particularly Spell Focus, Spell Penetration and their Greater equivalents, and because of their ability to influence actions, often over long periods of time, enchantments can be the most flexible and versatile spells in the game. And if you want enchantments that kill, have a look at the "Nybor's" series of spells in Player's Guide to Faerun.

Cheers, Al'Kelhar
 

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