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General Tabletop Discussion
*Pathfinder & Starfinder
What Quickened Spell-Like Abilities for Mystic-Thurge/Archmage?
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<blockquote data-quote="EvilGM" data-source="post: 1693442" data-attributes="member: 4628"><p>A little background on my views here... I'm currently playing a Wizard(Necro)</p><p>5/Incantatrix 13/Archmage 5 in an epic campaign, so I have a little experience with what you're going through.</p><p></p><p><strong>What spells would you take as Quickened Spell-Like Abilities?</strong> </p><p>Probably none, but since you seem set on this lets look at some possibilities (in no particular order):</p><p></p><p>- Wall of Force is good (uber in 3.0). If you're anything like me you'll cast a bunch of these a day (quickened ones are real nice). </p><p>- Feeblemind would be an ok choice with all the casters you take on (unless, of course, they are packing Spell Turning). I would not quicken this.</p><p>- Time Stop twice a day for a 5th and a 9th level slot woohoo! This would give you valuable time to dictate the battlefield and summon allies. Obviously, you could not quicken this.</p><p></p><p><strong> Do you think this is worthwhile in a heavy combat campaign against powerful opponents where you are often outnumbered by enemy casters?</strong> </p><p>Based on your role, it could work.</p><p></p><p><strong>What spells should I take before I get to lvl 17?</strong> </p><p>You seem real low on spells known. I would definitely spend alot of gold on expanding your spellbooks. You said 17th level but I'm going to include 9th level spells as well.</p><p>These spells are based on the role you specified.</p><p></p><p>9 - Time Stop, Dominate Monster, Summon Monster IX, Etherealness</p><p>8 - Mind Blank, Greater Prying Eyes, Discern Location </p><p>7 - Reverse Gravity, Spell Turning</p><p>6 - Disintegration, Repulsion, Greater Dispel Magic, Globe of Invulnerability, Analyze Dweomer</p><p>5 - Telekinesis, Wall of Stone</p><p>4 - Dimensional Anchor</p><p>3 - Haste, Wind Wall, Clairaudience/Clairvoyance, Sleet Storm</p><p>2 - Gust of Wind, Protection from Arrows</p><p>1 - Shield</p><p></p><p>There are some nice mass enchantment spells, but I'm not very familiar with which is better (hold, charm, etc.) Also, a few of these are druid spells as well so you could prepare them that way too.</p><p></p><p><strong>Do you think it wise to put my next two Ability Score Increases in Intelligence to Increase the DCs of my wizard spells and get bonus 7th & 3rd wizard spells, or to increase my Wisdom to get a single lvl 7 druid spell and a bonus 4th lvl druid spell?</strong> </p><p>Definitely Intelligence.</p><p></p><p><strong>Any other suggestions?</strong> </p><p>Get Arcane Fire! This is the most powerful ability of the Archmage class... supernatural ability, typeless damage, longish range (440'-600'), no AoO, no concentration checks, no SR, no save, convert ALL your spells into damage (even 0-level spells will do your Archmage level in d6s). This ability has saved my bacon many many times. So it costs a 9th-level spell slot whoopity doo!</p><p></p><p>If you need long range spells, think about taking the Enlarge Spell feat. For a +1 level increase your spell can have double it's normal range.</p><p>Alternatively, you could find a Greater Metamagic Rod of Enlarge (24,500gp) that would let you enlarge three spells of 9th lvl or lower per day (or 11,000gp for 6th lvl or lower). I would recommend storing this in a Glove of Storing (10,000gp).</p><p></p><p>The spells you currently have really don't lend themselves to shaping (ala Mastery of Shaping Archmage ability). Are you planning on picking up more spells to make this "purchase" worthwhile?</p><p></p><p>Mastery of Counterspelling might be a viable choice considering all the enemy spellcasters you encounter. Its too bad you don't have access to some of the other counterspelling feats that would make this a truely awesome ability.</p><p></p><p>Invest in a Ring of Counterspells (4000gp) and put a Feeblemind (or Greater Dispel Magic if you run with a lot of buffs up) in it.</p><p></p><p>Blessed Books (12,000gp) must be purchased!</p><p></p><p>Handy Haversacks (2000gp) are... well, handy.</p><p></p><p>Lastly, a Cube of Force (62,000gp) is always useful.</p></blockquote><p></p>
[QUOTE="EvilGM, post: 1693442, member: 4628"] A little background on my views here... I'm currently playing a Wizard(Necro) 5/Incantatrix 13/Archmage 5 in an epic campaign, so I have a little experience with what you're going through. [B]What spells would you take as Quickened Spell-Like Abilities?[/B] Probably none, but since you seem set on this lets look at some possibilities (in no particular order): - Wall of Force is good (uber in 3.0). If you're anything like me you'll cast a bunch of these a day (quickened ones are real nice). - Feeblemind would be an ok choice with all the casters you take on (unless, of course, they are packing Spell Turning). I would not quicken this. - Time Stop twice a day for a 5th and a 9th level slot woohoo! This would give you valuable time to dictate the battlefield and summon allies. Obviously, you could not quicken this. [B] Do you think this is worthwhile in a heavy combat campaign against powerful opponents where you are often outnumbered by enemy casters?[/B] Based on your role, it could work. [B]What spells should I take before I get to lvl 17?[/B] You seem real low on spells known. I would definitely spend alot of gold on expanding your spellbooks. You said 17th level but I'm going to include 9th level spells as well. These spells are based on the role you specified. 9 - Time Stop, Dominate Monster, Summon Monster IX, Etherealness 8 - Mind Blank, Greater Prying Eyes, Discern Location 7 - Reverse Gravity, Spell Turning 6 - Disintegration, Repulsion, Greater Dispel Magic, Globe of Invulnerability, Analyze Dweomer 5 - Telekinesis, Wall of Stone 4 - Dimensional Anchor 3 - Haste, Wind Wall, Clairaudience/Clairvoyance, Sleet Storm 2 - Gust of Wind, Protection from Arrows 1 - Shield There are some nice mass enchantment spells, but I'm not very familiar with which is better (hold, charm, etc.) Also, a few of these are druid spells as well so you could prepare them that way too. [B]Do you think it wise to put my next two Ability Score Increases in Intelligence to Increase the DCs of my wizard spells and get bonus 7th & 3rd wizard spells, or to increase my Wisdom to get a single lvl 7 druid spell and a bonus 4th lvl druid spell?[/B] Definitely Intelligence. [B]Any other suggestions?[/B] Get Arcane Fire! This is the most powerful ability of the Archmage class... supernatural ability, typeless damage, longish range (440'-600'), no AoO, no concentration checks, no SR, no save, convert ALL your spells into damage (even 0-level spells will do your Archmage level in d6s). This ability has saved my bacon many many times. So it costs a 9th-level spell slot whoopity doo! If you need long range spells, think about taking the Enlarge Spell feat. For a +1 level increase your spell can have double it's normal range. Alternatively, you could find a Greater Metamagic Rod of Enlarge (24,500gp) that would let you enlarge three spells of 9th lvl or lower per day (or 11,000gp for 6th lvl or lower). I would recommend storing this in a Glove of Storing (10,000gp). The spells you currently have really don't lend themselves to shaping (ala Mastery of Shaping Archmage ability). Are you planning on picking up more spells to make this "purchase" worthwhile? Mastery of Counterspelling might be a viable choice considering all the enemy spellcasters you encounter. Its too bad you don't have access to some of the other counterspelling feats that would make this a truely awesome ability. Invest in a Ring of Counterspells (4000gp) and put a Feeblemind (or Greater Dispel Magic if you run with a lot of buffs up) in it. Blessed Books (12,000gp) must be purchased! Handy Haversacks (2000gp) are... well, handy. Lastly, a Cube of Force (62,000gp) is always useful. [/QUOTE]
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