Ideas for non-standard mage?

The Souljourner said:
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)

Quite viable. I played a sorcerer who had no direct combat spells -- and no Evocations. He specialized in Transmutation spells that effected inanimate objects (Reduce, Shrink Item, Creation, Fabricate, etc.). Actually, Shrink Item was his signature spell and he had three versions of it, including a 5th level version that was basically Permanency + Shrink Item. And his items turned to cards, not cloth, so he had his pockets stuffed with decks of objects. :) Running through Dragon Mountain, I'm pretty sure my party would have ditched the Evoker before my Sorcerer.

On the topic of altering spells/effects, I had a player in my 1E game, many years ago, who had everyone convinced he was a full-on lich, even though he was a 2nd level Death Master (from Dragon). His big thing was standing behind people and chucking flasks of alchemist's fire over their heads. He just kept telling me, "I throw a ball of fire," and I'd roll damage for him.

Try any specialist and play to type. Also, ask yourself why your character chose to specialize. If he's an Enchanter, is it because he's naturally charismatic and he just "fell into it" or is it because he's an ugly SOB who's looking for a way to compensate? Etc.

A concept I've been wanting to try almost since 3E came out, and doubt I'll get the chance is the "puzzle solver". His schtick is just trying to figure things out, mundane or magical. He's a Diviner/Rogue. He's not much on the stealth side of things (scholar, not spy), but he's got a lock on all the mechanical rogue skills, as well as some engineering. He learns magic because Divination is just too useful for putting the pieces together. Feel free to swipe the concept if you like it.
 

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Mercule said:
Quite viable. I played a sorcerer who had no direct combat spells -- and no Evocations.
Well, not that your points aren't valid, but barring Evocation doesn't preclude direct combat spells. With the advent of Complete Arcane, Conjuration saw better 1st level damage spells than Magic Missle even. I think Evocation as a barred school is certainly possible now. Although you still limit youself, somewhat. But that's true with any specialization.

I know a guy who's brand new to D&D -- he decided to play an illusionist but didn't know anything about a lot of the schools. So he rolled randomly for his barred schools. Necromancy and Evocation. Ouch. While I'm sure it could be played, I don't think you want to do that to your very first D&D character.
 

The Souljourner said:
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

Just to get you to reconsider the warlock:
With scrolls, UMD, and the take 10 on UMD, scrolls can make the warlock a lot more flexible. Not often (due to cost) but you can pump out the 1st level spells pretty cheaply (true strike , shield are helpful) and even use the "magic healing stick" (wand of CLW).

At lower levels, they aren't all that flexible, but around 5th level I think they are great fun. There is some discussion (under "Warlock errata" on this board) of my barb 1/Warlock 7 who is certainly a bit odd (and fun). Just one idea, but I think warlocks can lead to lots of interesting ideas. Certainly one of the best "can do anything by myself" characters in the game. Sort of the anti-bard.
 


Souljourner, what flavor are you looking for?

My two cents...

FFG has has the Mind Weaver. Modified Sorcerer. Int is the base stat. Doesn't use Verbal or material components, gains the ability to detect magic at will, etc.
 
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Don't ignore the sha'ir from Al Qadim (converted in Dragon 315).

You have a small elemental familiar go and negotiate for your spells each day. The spells you know are easier to get, but you can ask for almost anything ... including some clerical spells.

d4 HD, Charisma based.
 

Pinotage said:
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

Do NOT go wading into combat as a mage, it's a BAD idea. If you want a touch attack caster try a monk/cleric combo, far better survivability.

If you're gonna insist on it though that Green Star Adept PrC from CA might be the way forward.
 

Jdvn1 said:
Well, not that your points aren't valid, but barring Evocation doesn't preclude direct combat spells.

Quite true, and I never meant to imply otherwise -- which is why I specificly stated "no direct combat spells". But the question was about viability of a wizard barred from Evocation. Since I had a character built with core-only rules that fit the bill, I related it.

Personally, I don't like the new Conjuration spells in CAr, though. So, I tend to forget about them.
 

Pinotage said:
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
Excellent article expanding on this idea can be found here:

http://www.geocities.com/cayzle/

Click on the "mage tank" links on the left. I have an NPC Wizard/Paladin in my campaign who basically does this, but Cayzle has some excellent suggestions to make it viable.
 

The Souljourner said:
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

You could be completely radical and play a cleric with the Magic and Rune domain and the Initiates of Mystra feat. You'd be surprised how much better wizard your character is than a wizard and how much better sorcerer your character is than a sorcerer. Especially when you start taking things like Domain Sponteneity.
 

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