Ridley's Cohort
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Wizards and Sorcerors have two achille's heels: HPs and line of sight. Addressing either weakness helps survivability disproportionately.
Ridley's Cohort said:Wizards and Sorcerors have two achille's heels: HPs and line of sight. Addressing either weakness helps survivability disproportionately.
KarinsDad said:
What exactly do you mean by line of sight?
Ridley's Cohort said:
Anything that screws with the ability of a spellcaster to engage at a comfortable range (line of sight) potentially shuts him down: fog, darkness, a well-placed wall, etc. Those tactics can force the caster to risk melee in order to cast offensive spells.
So LoS is one achilles heel of the wiz/sor.
Ridley's Cohort said:
My conclusion is the minmax choices for a familiar are either a toad or a bat. A toad increases HPs. A bat can provide enough information through fog and darkness that you can adequately guess where to drop an AoE spell.
KarinsDad said:
Hmmmm.
Not sure I agree with this.
For one thing, you cannot target a spell without line of effect at all. So, having a bat familiar still does not allow you to cast an AoE spell without the caster having line of sight to the point of origin (PHB pg. 150).
In fact, I put in house rules so that spell casters could cast AoE spells into the dark or fog or whatever. However, they have to target the location (80 feet that way or whatever) and if they miss a DC, there is a chance for the spell to target somewhere near the intended target location.
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except it's not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect (such as conjuring a monster). You must have a clear line of effect to the point of origin of any spell you cast, such as the central point of a fireball. For bursts, cones, cylinders, and emanating spells, the spell only affects areas, creatures, or objects to which it has a line of effect from it's origin (a burst's point, a cone's starting point, a cylinder's circle, or an emanating spell's point of origin).
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening makes a 5-foot length of wall no longer considered a barrier for purposes of a spell's line of effect (though the rest of te wall farther from the hole can still block the spell).
Grommilus said:
Actually, reread the info on PH pg 150. It says:
Hense, not being able to see your target in no way means you can't cast a spell at the target, as long as you know where the target is in relation to yourself. Also, about the 1 square foot, I'd like to mention that for a Medium size character, a wall with a 1 square foot hole is 9/10 cover, giving decent protection from most evocations (except fireball, cause it's pretty easy to target the hole with the ranged touch to cast the fireball BEHIND the wall.. which is a pain in the butt, and has killed some of my characters).
Grom
(except fireball, cause it's pretty easy to target the hole with the ranged touch to cast the fireball BEHIND the wall.. which is a pain in the butt, and has killed some of my characters).
Grom
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Actually, if you are trying to cast the fireball through the hole, you have to hit the hole w/ a ranged touch attack, and it gets size modifiers to the to hit dc. its not always easy to hit. If you miss it, you hit the wall with the fireball.
novyet said:I'd say con without a doubt. Having played a dwarven wizard for awhile, I can say that the extra HP's from my con saved me far more than AC or a reflex save bonus. Plus at first level I had 10 hp's and stayed up front with the fighters. That changed later but hey it was fun!![]()
smetzger said:
Thats a Wizard. What about a Sorcerer? I really thought that Intelligence would be 2nd for a Sorcerer. To help with skill points, Scry checks, and spellcraft checks.