What Quickened Spell-Like Abilities for Mystic-Thurge/Archmage?

In the SRD, it specifies that the following abilities must use arcane spells:

Arcane Fire, Mastery of Elements, Spell-Like Ability

The other abilities don't specify that you must use arcane spells so I'm guessing you could use your druid spells with these (might want to get DM approval on that):

Arcane Reach, Mastery of Counterspelling, Mastery of Shaping

I don't see where this would be unbalancing. I'd let you use Mastery of Elements on your druid spells as well.
 

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EvilGM said:
Heh, smart DM (not allowing magic items to be purchased).

With all those enemy spellcasters I figured you'd have found a number of spellbooks or be able to divine where they are. If not, you could have the skillmonger in the group do Gather Informations to find friendly wizard types and work out a spell trade deal with them. Or you could just take time and spend some of that mountain of gold you have researching spells (perhaps even change them slightly to better suit your character as well).
We are currently hitting the City of Glass Pool, a city that it took us months of travel in the Underdark to get to. The DM took a cue from me and is using the rules for Faerzress from the Underdark book in the game (Requiring a DC 35 Spellcraft check to teleport more then 1 mile through the underdark.), Luckily I can take 10 on the check and succeed right now. Problem is there are exactly three places for me to go that are friendly, Harenshire (Highest lvl Arcane caster is 7th lvl), the home of the Svirfneblin (secretive deep gnomes who only talk to us through their lvl 11 priest, who my character Thalos actually insulted because she lied to him about their burial ground), and the halls of the Rockseer Dwarves (Changed from Elves in the original 2nd edition campaign. The Rockseers are the only ones who may have any spells worth while.

But alas, we do not have the time to take a break. We have to keep the pressure on the City of the Glass pool to bring it to its knees before too many reinforcements arrive. Plus, two of our party were recently captured and are held somewhere in the city. Tried to get them out last time, but scry couldn't tell us exactly where in the city they were, and when we tried to teleport there we found out you can't teleport directly into the city.

Most of the Spellcasters in the city have been Illithid Priests, Kuatou Dukes (Thief/Priests), Ixzan casters of somesort, and Derro Sorcerers, thus no spell books. And we always need to beat a 'tactical withdrawal' as the reinforcements arrive on scene, making looting bodies difficult at best.

EvilGM said:
Arcane Fire rules for wizards, especially ones like yours that specialize in non-artillery type spells. Its real nice being able to zap something that you're having trouble affecting with spells (due to high SR or spell immunities) or that's grappling you or has swallowed you whole (this comes up more often than I would like). When we get to greedy and decide to stick around for a couple more rounds bad things tend to happen, as the reinforcements are normally led by a Duke (CR 18).

I can't say enough about Wall of Force. Its extremely useful in almost any situation. I usually take two quickened walls and three or four regular walls.
Yeah, both are very usefull. I am thinking of taking Arcane Fire at 20th, and if we get to 21 taking a Quickened Wall of Force for my last lvl of Archmage.
 
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EvilGM said:
In the SRD, it specifies that the following abilities must use arcane spells:

Arcane Fire, Mastery of Elements, Spell-Like Ability

The other abilities don't specify that you must use arcane spells so I'm guessing you could use your druid spells with these (might want to get DM approval on that):

Arcane Reach, Mastery of Counterspelling, Mastery of Shaping

I don't see where this would be unbalancing. I'd let you use Mastery of Elements on your druid spells as well.
Thanks. I am thinking the same, it makes sense to use them for both.
 

I would get Arcane reach if you do any buffing at all. I know the Mystic thuerge in the group I just ran always had a spectral hand going to heal and buff people thouh he was a more classic wizard/cleric. I am goind spirit shaman wizard to MT myself and buffing is a consideration. With that you can heal at range drop bull strengths and other druid spells like barksins and such.

Just an idea.

later
 

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