Author Topic: A guide to Wizards: Playing a GOD  (Read 453034 times)

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Godless_Paladin

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Re: A guide to Wizards: Playing a GOD
« Reply #120 on: October 01, 2010, 12:23:02 AM »
Alright, I was looking over Treantmonk's Guide to Wizards / CantripN's guide to transmutation, and I run across a spell on the list called "Treacherous Weapon" with the source "ExEv."  Google doesn't seem to be helping me out at all, and the "complete booklist / source" link on the old CO boards is gone.  Could someone help me out and tell me where I can find this resource?

What is Treacherous Weapon?  What is ExEv?

The_Mad_Linguist

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Re: A guide to Wizards: Playing a GOD
« Reply #121 on: October 01, 2010, 12:32:04 AM »
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Godless_Paladin

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Re: A guide to Wizards: Playing a GOD
« Reply #122 on: October 01, 2010, 12:56:37 AM »

Eviltedzies

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Re: A guide to Wizards: Playing a GOD
« Reply #123 on: March 30, 2011, 11:40:50 AM »
Just a note. I haven't read through the entire 7 pages so if this was already mentioned don't mind me.  :rollseyes

Spontaneous Divination (5th ACF for Wizards) allows Wizards to legally take the Versitile Spellcaster feat (RotD).

Being able to sac two lower level spell slots to cast a higher level one from your spells known? Lets look at this from a wizards perspective.

Your spell slots are your memorized spells per day. Now I dont think this allows you to sacrifice memorized spells, but unused spell slots are definate candidates for Versitile Spellcaster.

A wizards "spells known" are effectively any spell he has scribed into his spellbook.

So this seems to open up three very interesting tactics. First, we can leave two slots unmemorized for the day and sacrifice them to instantly cast any spell from our spellbook of 1 level higher. Key words "cast any spell from our spellbook" Versitile Spellcaster indeed.

Secondly, if you can afford to scribe a spell into your spellbook 1 level higher than you can currently cast, this trick allows you to legitamately cast 1 spell level higher than normal. This is because the spell scribed in your spellbook is effectively added to your list of spells known. Not 100% sure on the legitimacy of this but it could prove interesting for getting into certain PrC's earlier than normal? Wizard 6/Shadowcraft Mage without Earth Spell/Sanctum spell hijinks?

Lastly there is the possibility of applying metamagic feats to the spells you spontaneously cast. This one I honestly have no idea if it is feasable or not, but it seems like it could very well be possible. Although having to leave 4 unmemorized slots for the day just to cast 1 metamagicked spell seems a waste.

Can anybody verify my ideas? Or has someone already pointed this out? Please I must know.  :lmao
« Last Edit: March 30, 2011, 05:04:14 PM by Eviltedzies »
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Grogg Tree

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Re: A guide to Wizards: Playing a GOD
« Reply #124 on: June 28, 2011, 06:13:44 PM »
The Focused Specialist Conjurer Battlefield Controller: - The Versatility specialist

...

Levels:
1: Conjurer (1)(Cloudy Conjuraton, Improved Initiative, Cooperative Spell)
Apologies if this has been brought up already (which I didn't see), but how did we get that feat so early without having another metamagic feat?

-GT

Endarire

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Re: A guide to Wizards: Playing a GOD
« Reply #125 on: June 28, 2011, 06:49:42 PM »
Grogg: I already called Treantmonk on that.  He just never updated the post.
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

Grogg Tree

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Re: A guide to Wizards: Playing a GOD
« Reply #126 on: June 28, 2011, 07:14:27 PM »
Alright, thanks Endarire.  Like I mentioned, I didn't see it while glancing over the pages, but then again it can be quite simple to miss a single post (or several as I've done before).  Was there ever a change made that would work for the build?

-GT

Xavier319

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Re: A guide to Wizards: Playing a GOD
« Reply #127 on: July 04, 2011, 10:55:09 AM »
I know GOD's are typically done with mostly transmutations, conjurations and abjurations, with some others thrown in.  I've decided to do an experiment, and do an evocation specialist that for the most part, only memorizes evocation spells. I went through and compiled every evocation spell i could find from just about every book i have, as well as any non-evocation force spells (going into argent savant).  it's actually been really interesting making use of a sub-par school and trying to do BC and debuffing and utility with it.  surprisingly, while it is not CO, it is doable and quite effective. shocked even me.  i bring this up here b/c TM's evocation guide was what motivated me to try it.  was nice to play something different from the normal BC GOD.  Thanks!

snakeman830

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Re: A guide to Wizards: Playing a GOD
« Reply #128 on: July 04, 2011, 01:35:12 PM »
Let me guess.  Uses a lot of Bigby's Hands and Wall spells.
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Xavier319

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Re: A guide to Wizards: Playing a GOD
« Reply #129 on: July 04, 2011, 06:15:05 PM »
not really. lots of stuff like arcane maul for damage, as well as flanking with persistent blade.  blacklight, bull rushing into walls of fire.  wall of light to block line of sight when i'm not busy with other stuff. ray of ice to lock people in place or ray of the python to slow down the BBEG.  ray of resurgence to help restore party members ability damage, etc etc.  surprising amount of utility and variety.

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Re: A guide to Wizards: Playing a GOD
« Reply #130 on: July 04, 2011, 06:17:56 PM »
I've tried doing a Focused Evoker GOD before in an E6 campaign. It looked cool enough on paper, but being PbP, the game ended up dying before it really got anywhere.
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Xavier319

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Re: A guide to Wizards: Playing a GOD
« Reply #131 on: July 13, 2011, 09:31:10 AM »
Posting this question here b/c it has to do with my evocation GOD.  I tried to use Gust of Wind the other night, and the spell confuses me.  It's a 60' line, so five feet wide.  Against a med sized opponent, it states that if they fail the fort save that they cannot move against the flow of the wind.  Now, since it is only a five foot wide line, can they not just move five feet to the side and then walk toward the caster unrestricted?  If that's the case, how exactly should you use it tactically?  I know it lasts for 1 round, so that makes it a little better, I'm just trying to figure out how to make it useful against med opponents who are not flying.  Thanks!

McPoyo

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Re: A guide to Wizards: Playing a GOD
« Reply #132 on: July 13, 2011, 09:37:30 AM »
Hallways.

Barring that, change the shape to a cone via metamagic or the like.
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Xavier319

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Re: A guide to Wizards: Playing a GOD
« Reply #133 on: July 13, 2011, 11:08:02 PM »
noted. alright, thought that was the case.

Ryonnen

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Re: A guide to Wizards: Playing a GOD
« Reply #134 on: July 19, 2011, 08:38:33 AM »
How good, or bad, is Dweomerkeeper for GOD?
Comparable to what PrC?

Risada

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Re: A guide to Wizards: Playing a GOD
« Reply #135 on: August 03, 2011, 06:41:03 PM »
How good, or bad, is Dweomerkeeper for GOD?
Comparable to what PrC?

Dweomerkeeper is good since you can use Supernatural Spell to negate the costs of certain spells, like Gate or Wish. This alone makes the PrC unique; power-wise, I'd say it's around Incantatrix and Anima Mage...

PhaedrusXY

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Re: A guide to Wizards: Playing a GOD
« Reply #136 on: August 03, 2011, 06:53:30 PM »
How good, or bad, is Dweomerkeeper for GOD?
Comparable to what PrC?

Dweomerkeeper is good since you can use Supernatural Spell to negate the costs of certain spells, like Gate or Wish. This alone makes the PrC unique; power-wise, I'd say it's around Incantatrix and Anima Mage...
I disagree. Specifically for that ability anyway, it doesn't let you do anything that you couldn't already do (except ignore SR...). It just lets you do it more cheaply, but that isn't an increase in power. It's an increase in efficiency.

IIRC, some of the other abilities were decent, but I don't think it comes anywhere near the power of Incantatrix. It might compare to Anima Mage. That PrC isn't nearly as powerful as Incantatrix, either...
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The_Mad_Linguist

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Re: A guide to Wizards: Playing a GOD
« Reply #137 on: August 03, 2011, 06:58:10 PM »
I disagree. Specifically for that ability anyway, it doesn't let you do anything that you couldn't already do (except ignore SR...). It just lets you do it more cheaply, but that isn't an increase in power. It's an increase in efficiency.

This is dungeons and dragons.  Money is quite literally power.

Aside from cheese you can pull like getting free magic items or using a max power favorable sacrifice
« Last Edit: August 03, 2011, 07:05:15 PM by The_Mad_Linguist »
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Risada

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Re: A guide to Wizards: Playing a GOD
« Reply #138 on: August 03, 2011, 07:02:45 PM »
How good, or bad, is Dweomerkeeper for GOD?
Comparable to what PrC?

Dweomerkeeper is good since you can use Supernatural Spell to negate the costs of certain spells, like Gate or Wish. This alone makes the PrC unique; power-wise, I'd say it's around Incantatrix and Anima Mage...
I disagree. Specifically for that ability anyway, it doesn't let you do anything that you couldn't already do (except ignore SR...). It just lets you do it more cheaply, but that isn't an increase in power. It's an increase in efficiency.

IIRC, some of the other abilities were decent, but I don't think it comes anywhere near the power of Incantatrix. It might compare to Anima Mage. That PrC isn't nearly as powerful as Incantatrix, either...

I guess I mentioned them together mostly because of the instant metamagic (well... not so instant with Anima Mage) both share.... but then I forgot Incantatrix has MUCH more features than that...

...and yes, I still have a lot to learn and remember from the Way of the Opt-Fu  :rollseyes...