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<blockquote data-quote="SableWyvern" data-source="post: 4400431" data-attributes="member: 1008"><p>As a semi-spell user, you can have anywhere from a smattering of spells through to a comprehensive collection. Your spells come from the same pool of points as your other skills, so you need to balance one against the other. Later on, when you start seeing diminished returns from skill increases, it becomes easier to find points for more spells.</p><p></p><p></p><p></p><p>He gets cheaper weapon skills than the Dabbler, and I dare say a bonus to his chosen weapon group. He has a Poison Mastery spell list, with obvious utility, and Assassin Mastery, which allows him to make "ambush" attacks without the normal requirements (kinda like D&D sneak attack) and gain bonuses to hit.</p><p></p><p></p><p></p><p>They can manipulate liquids, solids and gases. Create walls, freeze/boil liquids, destroy material etc...</p><p></p><p></p><p></p><p>See my comments above. Generally, my experience is that semis start with few, if any spells. As they level, spells become a bigger and bigger part of what they do. It's going to vary from character to character though. Certainly, they still need to develop skills, as many of their spells tend to enhance mundane ability. Generally, they tend to be slightly worse of than arms users when not using magic, and equal to or better than them when they are using their spells for enhancment. If you want to rely primarily on skills, though, you're much better of taking an arms-based profession.</p><p></p><p></p><p></p><p>I'm pretty sure Rangers and Animists get D&D style animal shapechanging. The Channeling Companion also offers a lot of animal shapechanging options. There are also lots of mimic and disguise spells scattered about.</p><p></p><p></p><p></p><p>Channeling definitely includes that kind of thing, and the Warlock specialises in it.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 4400431, member: 1008"] As a semi-spell user, you can have anywhere from a smattering of spells through to a comprehensive collection. Your spells come from the same pool of points as your other skills, so you need to balance one against the other. Later on, when you start seeing diminished returns from skill increases, it becomes easier to find points for more spells. He gets cheaper weapon skills than the Dabbler, and I dare say a bonus to his chosen weapon group. He has a Poison Mastery spell list, with obvious utility, and Assassin Mastery, which allows him to make "ambush" attacks without the normal requirements (kinda like D&D sneak attack) and gain bonuses to hit. They can manipulate liquids, solids and gases. Create walls, freeze/boil liquids, destroy material etc... See my comments above. Generally, my experience is that semis start with few, if any spells. As they level, spells become a bigger and bigger part of what they do. It's going to vary from character to character though. Certainly, they still need to develop skills, as many of their spells tend to enhance mundane ability. Generally, they tend to be slightly worse of than arms users when not using magic, and equal to or better than them when they are using their spells for enhancment. If you want to rely primarily on skills, though, you're much better of taking an arms-based profession. I'm pretty sure Rangers and Animists get D&D style animal shapechanging. The Channeling Companion also offers a lot of animal shapechanging options. There are also lots of mimic and disguise spells scattered about. Channeling definitely includes that kind of thing, and the Warlock specialises in it. [/QUOTE]
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