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General Tabletop Discussion
*TTRPGs General
Spells for self preservation vs. being a useful party mage/priest
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<blockquote data-quote="Blue" data-source="post: 1629891" data-attributes="member: 20564"><p><strong>Depends on the world</strong></p><p></p><p>I think the amount of buff/protection/etc spells varies a great deal by character, campaign, and DM.</p><p></p><p>I've seen "coward" mages, who cast nothing until they've got up their four or seven protective spells, and mainly tie up the enemy trying to hurt them until the rest of their party kills the foes. I've run the 7 Con Wizard (d4-2 HP per level) who rarely uses any protection spells that didn't last for less then an hour, and would run into melee. (And in a 3 year combat heavy campaign he only died once.)</p><p></p><p>To try and delve into the parts of the question.</p><p></p><p>Arcane/Divine - still too wide. A sorcerer (with few spells known) casts much differntly then a wizard. A limited spells known caster may have less spells (maybe just mage armor to start), but are probably more willing to cast it often. A wizard might have a large selection of spells available, and the distribution is based on what they are planning to do (time in the big city, travelling outdoors, in a dungeon crawl, negotiating with a foreign prince, etc.) and what they expect to have to do. Clerics and druids are more like the wizard, some of the spontaneous divine casters from other books (favored soul) are more like the wizard. The spirit shaman from the Complete Divine is probably in a category somewhere between the two. But in general the divine casters have different non-spell capabilities then the arcane ones, and that will also change the spell mix.</p><p></p><p>Protection/Bluff - there is a big difference between single combat protective and amp spells and ones that will last for a while. If you don't have to take time at a combat to cast it's a whole different ball game.</p><p></p><p>All in all, I think just about any mix can be successful with some character with some DM. But that character and world may not be the ones you are playing. 8)</p><p></p><p>Cheers,</p><p>=Blue</p></blockquote><p></p>
[QUOTE="Blue, post: 1629891, member: 20564"] [b]Depends on the world[/b] I think the amount of buff/protection/etc spells varies a great deal by character, campaign, and DM. I've seen "coward" mages, who cast nothing until they've got up their four or seven protective spells, and mainly tie up the enemy trying to hurt them until the rest of their party kills the foes. I've run the 7 Con Wizard (d4-2 HP per level) who rarely uses any protection spells that didn't last for less then an hour, and would run into melee. (And in a 3 year combat heavy campaign he only died once.) To try and delve into the parts of the question. Arcane/Divine - still too wide. A sorcerer (with few spells known) casts much differntly then a wizard. A limited spells known caster may have less spells (maybe just mage armor to start), but are probably more willing to cast it often. A wizard might have a large selection of spells available, and the distribution is based on what they are planning to do (time in the big city, travelling outdoors, in a dungeon crawl, negotiating with a foreign prince, etc.) and what they expect to have to do. Clerics and druids are more like the wizard, some of the spontaneous divine casters from other books (favored soul) are more like the wizard. The spirit shaman from the Complete Divine is probably in a category somewhere between the two. But in general the divine casters have different non-spell capabilities then the arcane ones, and that will also change the spell mix. Protection/Bluff - there is a big difference between single combat protective and amp spells and ones that will last for a while. If you don't have to take time at a combat to cast it's a whole different ball game. All in all, I think just about any mix can be successful with some character with some DM. But that character and world may not be the ones you are playing. 8) Cheers, =Blue [/QUOTE]
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