Ideas for non-standard mage?

How about just trying to use certain type of spells only... Like someone said all buff/debuff type spells would be fun. Also maybe try a mage who uses all "cloud/fog" type spells or all the "Wall" type spells(you would include spells that keep things away from you like bigbys hands etc).

In such cases have a few buff type spells for casting protections on yourself to fill in some of those spell choices. But stick to keeping away from the classic damage spells like fireball so you dont fall into the role of gattling gun.

I had a PC in one game who was basicaly a "summoner" they geared a mage towards summoning monsters only. They took feats like agumented summoning, metamagic feats etc. and every type of summon spell there is (think mordenkaines sword, faithful hound, and of course summon monster.) It was a blast to DM and the player loved it too.
Also, did you think of being a druid? They are magic users kinda like a cleric/mage but a total twist on the normal.

What about a fighter who has mage levels and wears plate armor... they would only use spell to help buff them for combat, making magical stuff and using scrolls/wands etc. It would be fun to play a straight mage wearing armor even if you loose some spells due to arcane spell failure. Also, there are some prestige classes and probaly feats that make it easier to wear armor and cast. not to mention using special matieral/magical armors to lessen spell failure too.

You can also specialize... be a diviner who uses magic to fortell the future/learn about your enemys weakness etc. or a necromancer who creates hordes of undead (mix in a few cleric levels and go evil so you can control undead also would be a blast)
 

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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)

I'm currently playing a Gnome illusionist with barred schools of: Evocation, Necromancy. It's an article of faith for him that there are always more useful things to cast that any direct damage dealing spells. Damage,....that's what my pet Goliath is for :D I just keep him happy with displacement/Haste and using Conjuration for terrain control (I don't even use the orb spells).

If I ever run into something we can't hit, well that's what Exp Retreat is for (the goliath also has it since he's a bard/barb)
 

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

Have you really looked at the mindbender class? It looks very, very interesting to me. I'm thinking you might have skipped over it as it only has 1/2 spell progression for the 10 level PrC. But you gain up to four permanently charmed monsters and one permanently dominated monster. That's an unusual spellcaster. Plus I like the class skills of Bluff, intimidate, diplomacy and sense motive. Basically, as you level, you be getting "pets", which are replaceable, by the way. It's no MORE than X permanently charmed at a time. If they die off or you just want a new one, get a new one. (ALthough if your old one isn't dead when you replace him, he might be upset as the charm dissipates...)
 

Pinotage said:
... 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)...

Pinotage

Get a mithril buckler instead. 0% spell failure rate. Just because it's not directly listed doesn't mean that it doesn't exist. The rules for mithril ARE directly listed.

PS. Mindbender from Complete Arcane.
 
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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.

For combat, just don't learn damaging spells, let the other do the damage and support them in one or more different ways, already suggested here:

1) buffing the allies, including polymorphing spells

2) hampering the enemies, like a "voodoo mage" who stands in the back and cast curses-type spells (often these spells are touch, so a Spectral Hand would be your friend)

ex: Sleep, Ray of Enfeeblement, Reduce Person, Hideous Laughter, Touch of Idiocy, Blindness...

3) control battleground, with walls or webs and other things which affect movement (for good or bad)

ex: Grease, Web, Levitate, Spider Climb, Sleet Storm, Gaseous Form...

4) wreck confusion, in which way you prefer: illusions, summoning, mind-affecting spells

Out of combat, the whole Divination and Enchantment schools alone can be great. Or you can try to be a tinkering wizard which takes the role of a Rogue with spells instead of skills: Mage Hand, Open/Close, Unseen Servant, Detect Secret Doors, Invisibility...
 

Play a diviner and learn to craft magic weapons and armor. Make Arrows of Slaying for all the types (keep it a secret, though!).

When you come across "creature x", cast true strike, pull out Arrow of Slaying for "creature x".

When the creature dies from your true-striked slaying arrow, simply say, "I had a feeling I'd be needing that."

I would call this a long term goal.
 

Sun Mage from FFG. Con is the base stat (you solar battery you!), and you gain bonuses to fire spells and damage. basically a sorcerer with extra abilities (including giving up two spells known and spells per day throughout your career to gain spell like fire abilities of the same level). Make an interesting combo with monk or other combat oriented classes.

Of course cold spells are out, but you you gain the ability to swap energy descriptors at higher levels. All is not completely lost. The DM has additional roleplaying leverage, since you would require one hours worth of rest in sunlight to gain your spells in addition to your usual 8 hours of rest (Overcast okay).

Could say he's from an aztec styled culture (I am a prince of my land, touched by the divine sun to do his will [etc, etc, add nauseum]). Have him be a Tlachtli champ (aztec soccer)! The ball was a 9 to 10 inch, 5 lb sphere of solid rubber. Make for a nice Exotic weapon (and ranged to boot!).
 
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Just for something fun, you could make an Archmage out of a sorceror. It takes a minimum Sorceror level of 14 (for 7th level spells) before you can add any of the prestige class (13 for a Wizard, for comparison - same reason); but is great fun - Arcane Reach makes your touch spells more flexible, Mastery of Elements breaths more flexibility into any attack spells you have (That Red Dragon is immune to my Fireball? No problem - It's now an ICE BALL!) Mastery of Shaping allows you to use those devastating area spells up close and personal (being swarmed by goblins? Detonate a fireball in every square except the one you are standing on!) Spell Like Ability is almost totally pointless, but any caster can use some Spell Power, and Arcane Fire is GREAT for burning those now-nearly useless lower-level spells (Just imageine - 5d6 off of a level 0 spell, at a range of over 400 ft). Even better, as Sorcerors have higher (usually) spells per day, you don't have to worry that you are burning spell slots.

Moreover, the Class Skill List of an Archmage allows for an easy in to Loremaster when the five Archmage levels run out. To top it off, the prestige classes that add to caster level don't hamper a sorceror at all - they get almost no class features (other than the familiar) that aren't completely covered by the caster increase of the prestige classes.
 

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