Ideas for non-standard mage?

The Souljourner

First Post
I'm thinking about my next character, and want to play an arcane spellcaster. However, I don't want to play the bog-standard magic missile and fireball wizard. I want interesting abilities that are useful in and out of combat, but without the cookie cutter feel of a generic wizard.

I was really hoping to find some cool classes in Complete Arcane, but was a little disappointed. Warlock seemed like it might have potential, but in the end, it just didn't have the right flavor... I like the spells-that-aren't, but it's a little too flashy. I'm looking for something a little more subtle.

Anyone have any suggestions?

-The Souljourner
 

log in or register to remove this ad

Spellthief from Complete Adventurer? If "a different type of arcane caster" is what you are looking for then that's you class. Extremely quirky, but definately different. :)
 

One option is to specialise in touch spells and wade into combat, delivering them left and right. Given your low BAB, the touch AC helps against those with high ACs, and to generate your own high AC, use a combination of Mithral Shield (only gives a 5% arcane spell failure with no other penalties to attacks or spellcasting), Alter Self into Trogolodyte (+6 Natural armor) and Protection from Evil from a wand.

The Alter self lasts for quite some time, particularly if extended, while a wand of protection from Evil is cheap. Give the Mithral Shield some bonuses, cast mage armor (extended) and increase your dexterity and your AC can come close to 30. Combat mage that specialises in Touch Spells.

Or, if you prefer, get some mithral medium or heavy armor and Still Spell your spells. Key stats are Dexterity, Intelligence, Constitution and Strength in that order.

Pinotage
 

Spellthief might work... I haven't looked at that class very closely yet (one of the drawbacks of buying 4 D&D books at once... hard to get in-depth knowledge of any one very quickly).

Pinotage - that's a good idea. I had been thinking that maybe just a specialist wizard who takes non-standard spells might work. Maybe even having evocation as my barred school (gasp!). Wonder if that's truly a viable build (i.e. won't hamstring me in day-to-day D&D fights)

Anyone played the Magister (I think that's the name) from Arcana Unearthed? I seem to remember that looked like a pretty cool alternate arcane spellcaster.

-The Souljourner
 

Magister is a FANTASTIC new take on a spellcaster. However, for balance purposes, I would stick strictly to the spells found in AU (well, the new version is Arcana Evolved, which just came out last week).
 

Another option: similar abilities made new.
The wizard doesn't "memorize" spells. Every morning, he inscribes runes on his staff (or his skin), with his ability determining how many he can have at once. "Casting" the spell is invoking the rune.
Or he sculpts small clay tokens corresponding to the spell effect.
Or he binds spirit world entities to serve him, each spirit being one spell effect (the demon of the Burning Hands, the demon of the Mage Hand, etc.). These invisible entities can be seen as floating chained to him when viewed with Arcane Sight or similar spell. (Stolen from Al'Qadim.)

Second, the spell effects are different.
Magic Missile is not "a bolt of generic damage." It is mystical chains that come out of the darkness around him and rake the flesh of his foes (stolen from Hellraiser). Or the demon's head breath weapon described in the DMG.
Fireball is not a mystical grenade, it is an advanced version of Flaming Sphere that can fly at 40' and hit multiple targets per round for 3d6 pts of damage, lasting 1 rd/level, move action to direct, Ref save for half (stolen from Thor #378).
Lightning bolt comes from his mouth, not his hands (and describe it as "I breathe lightning at them" not "I cast lightning bolt.") Have the DM roll damage secretly so the other players don't know you're using d6's - should work once or twice before they catch on.

But, okay, you don't want flashy. Specialize as an enchanter, abjurer, necromancer, or diviner? Come up with equally "different" interpretations of classical spells.
 

Have you looked at the Master of the Unseen Hand from the Complete Warrior? I don't know how good the class is overall, but it just seems really, really cool.
 

Not sure if you might find this fun or not, but a friend of mine once played a Transmuter and centered around "buff" spells (Cat's Grace, Bull's Strength, Haste, etc.). He was very helpful in all battles.
 

Riga -- Did he also have "de-buff" spells to weaken enemies? If it was just buff spells, seems like he might have a short list. If he also weakened enemies, I can see him being very useful and having a nice, full spell list.
 

You can customize a normal wizard, or just a specialized wizard, by choosing spells and feats. I don't know what kind of thing do you regard to be "non-standard" or "subtle". But how about an illusionist? Basically, they are more subtle than evocation or conjuration spells. Still, very effective if used properly. Also, at higher level, you can use Shadow XX spells to emulate various spells. Do you have Races of Stone? The book contains Gnome Illusionist racial substitution levels.
 

Pets & Sidekicks

Remove ads

Top