dnabre said:
"Mine more powerful than yours"
"Not, mine is"
etc,etc
Storm Raven, if you'd be so kind to write up a spell list. I don't think it matters for the discussion, but you ask him to write it all up, it'd be proper to do the same.
Actually, I didn't, He posed the idea, but here goes:
1st: Enlarge Person, Grease, Identify, Magic Missile, Shield, True Strike
2nd: Cats' Grace, Fox's Cunning, Glitterdust, Pyrotechnics, Scorching Ray, See Invisibility
3rd: Blink, Dispel Magic, Fireball, Lightning Bolt, Slow
4th: Dimension Door, Lesser Globe of Invulnerability, Mass Enlarge Person, Polymorph
5th: Baleful Polymorph, Cone of Cold, Feeblemind, Telekenisis, Teleport
6th: Antimagic Field, Acid Fog, Chain Lightning, Contingency, Disintegrate, Flesh to Stone, Greater Dispel Magic.
Typical Memorization:
Wizard
1st (7): Magic Missile x3, Reduce Person, Shield x2, True Strike
2nd (7): Glitterdust x2, Pyrotechnics x2, Scorching Ray x2, See Invisibility
3rd (6): Blink, Dispel Magic, Fireball x2, Lightning Bolt, Slow
4th (5): Dimension Door x2, Mass Enlarge Person, Polymorph x2
5th (5): Cone of Cold, Baleful Polymorph x2, Feeblemind, Teleport
6th (4): Acid Fog, Chain Lightning, Disintegrate, Flesh to Stone
A couple days ago, he cast
Contingency, linking it to
Lesser Globe of Invulnerability with the trigger "whenever I am affected by hostile magic"
Cleric
1st (7): Bane, Bless x2, Entropic Shield, Magic Weapon, Obscuring Mist, Sanctuary (D)
2nd (7): Align Weapon, Hold Person, Lesser Restoration, Shield Other (D), Silence, Sound Burst, Spiritual Weapon
3rd (5): Blindness/Deafness, Dispel Magic, Prayer, Protection from Energy (D), Searing Light
4th (5): Dimensional Anchor, Divine Power, Freedom of Movement, Poison, Spike Stones (D)
5th (4): Flame Strike, Righteous Might, Slay Living, Spell Resistance (D)
I didn't optimize the spell selections to deal with the "arena duel" silliness that DungeonMaster seems to think is so important, but to contribute to the success of a party over the course of a day's adventuring. of course, there are several tactics that coul be used with this spell array to seriously ruin Urge's day, but that's not the point.
Personally, I've never been able to decide whether MT is too powerful or not. (I've been dying to play one in a campaign to find out). I think the wizards with cohorts are clearly more powerful. I'd think they'd still be more powerful, if they took a level of cleric to get the luck domain, just to remove that variable from the comparison. It doesn't, help me decide on the MT though. It just makes the Leadership feat looks extremely powerful.
Leadership can be powerful, but few people have said "ban it". On the other hand, lots of people say that the comparatively weak MT class should be banned. The problem with the MT is that it is
slow. Until he hit 12th level, and could craft his metamagic rods, Urge was really slow from round to round when casting spells (one per round, except the rare 1st level quickened spell). Basically, this level (12th) is the high point of Urge's existence, and the Wiz-Clr combination still outdoes him pretty handily.