Wizardly Advice Needed!

Discussion in 'The Temple of Elemental Evil' started by FredSRichardson, Jun 8, 2012.

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  1. Mouldyrye

    Mouldyrye Member

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    Thanks again Ny. I'll have to double check which caster got which talent and play with it. At least now I know what I'm looking for
     
  2. Nightcanon

    Nightcanon Garrulous Halfling

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    Re: use of silence and web in NC- I agree, I've noticed this in a few places. As far as I can remember tho' the tower brigands is the only fight where I have been inconvenienced by this. Tunnel fighting in the temple, if someone silences my spellcasters, I can usually use doorways and the like to do battlefield control if necessary- silence might nullify my casters, but they can usually be kept out of harm's way, and once I get to the sort of levels where metamagic seems like a good option (ie once I have the ranged combat and crafting feats I want) I've usually collected enough free-movement rings not to need a counter-measure.
    Not sure that, without meta-gaming, I'd ever feel I could justify going for a lot of pre-prepared silenfed spells in TOEE, while I did evolve quite a successful decoy tactic with my conjuror using quickened summon monster 1/2.
    In P&P tho' I expect any wizard I played would probably keep a stilled, silenced teleport (or at least knock) in the memory
     
  3. Illustair

    Illustair First Order Wizard

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    A little not so wizardly ONLY advise: with crafting, you can have unlimited money in almost no time. So you shouldn't leave that in whatever build you may decide on, in my opinion. That's cheap, I know. But it's still legit, and you won't feel any guilt of cheating. Just being "street smart". :)
     
  4. ihateregistering

    ihateregistering Member

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    Hope I won't get clobbered for resurrecting this thread but I like the topic name and my questions is very much related. Spugnoir reached level 10 and I'm wondering how to round him up... I want to keep him as a pure wizard so no fighter levels to boost his pitiful hp and weapon skills. I already have all the crafting feats I want for him.

    I'm particularly intrigued by Quicken spell... being able to let off second spell in single round, albeit at 4th level higher seems great to me, yet I don't see many people around here drooling over it... I wonder why? Ofc. this option might pay off more later when I could quicken better spells.

    one option I'm considering is to get Heighten spell, take spell focus enchantment, and craft headband of intellect to get the most of nasties like Tasha, cept I'm not sure if the DC for saves will still be high enough to crack up some of the more resistant foes.

    or I could keep things simple and just give him penetration feats... perhaps along with the quicken spells at the end if it doesn't stink too much...


    Any thoughts?
     
  5. Gehennis

    Gehennis Established Member

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    I've tried the Quicken feat and IIRC found out that you can't cast a quickened spell if you move first, meaning that you would have to cast a spell, cast your quickened spell and only then be able to move (not sure if 5 ft step counts as moving though...). If you want to boost Spugnoir's HP give him an Amulet of Health +6 and raise his Con the next time he's eligible when gaining a level.

    I've never checked to see if a Headband of Intellect gives a bonus to spells such as Tashas's Hideous Uncontrollable Laughter (but if Heighten Spell increases the monsters DC, give it a shot) but the Spell Penetration and Greater Spell Penetration feats certainly work (can't recall if the stack though...).
     
  6. sirchet

    sirchet Force for Goodness Moderator Supporter

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    5 foot step does count as a move action.
     
  7. nyarlathotep

    nyarlathotep Merry Murder Maniac

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    Well, since Spugnoir is a wizard, he uses intelligence. Hence, the save DC against his spells is directly influenced by his bonus on that stat, so the headband of intellect would certainly work. If it would be a bard that casts Tasha's H.Laughter, he would benefit from a Cloak of Charisma.

    Heighten spell is a good metamagic feat to take, but as I said in a previous response to this thread, I rarely mm-feats on wizards. If I was the one choosing the feat, I'ld go for the Spell Penetration.

    Quicken spell is only usefull for high-level casters, that 4-level increase is not to be called cheap. But being able to do 2 spells in one round can have its perks.
     
  8. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Especially if you are trying to immobilize foes with good saving throws, first spell lowers their defenses and the second hits home. :)
     
  9. ihateregistering

    ihateregistering Member

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    Could you elaborate a bit? Enemies are allowed only 1 saving throw per round? I didn't know that... :blush: Or do they just take penalty on the subsequent throws? And in case of the latter, how much is the penalty?
     
  10. nyarlathotep

    nyarlathotep Merry Murder Maniac

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    He means, you do a quickened "ray of clumsiness" (lowering dex) followed by a "Fireball" (where the dex bonus directly influences the Reflex save).

    Other combinations are possible too, but... A quickened "Curse is a Lvl 8 spell

    On closer inspection, Clerics might be better off with with the quickened metamagic feat as wizards... Certainly for these kind of one-two punches. Their cursing spells have lower levell. A quickened "Doom" is only a 5th lvl spell, and gives a -2 on every save att roll AND checks, while arcane casters have only the 2 different "Rays" to lower stats.
     
    Last edited: May 11, 2014
  11. Nightcanon

    Nightcanon Garrulous Halfling

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    If you really want to showboat, quickened web followed by cloudkill followed by pulling up a deckchair and opening your newspaper, though that might be considered overkill. I've found that in certain circumstances qSM1 followed by something else is very useful (slavers, Avatars of Iuz); qHaste then ImpInvis gets the buffs up nicely. Things like the guardians often aren't susceptible to many of your other 5th level spells, so chipping away with 10 magic missiles per round can be useful.
     
  12. ihateregistering

    ihateregistering Member

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    Gotcha, I did decide not to take quickened spell for my wizard but my cleric in the end... seemed more lore friendly and less overkill... cast a spell and enter the fray... Only heighten and empower for Spug (both work great with best headband of intellect) + penetrations. Speaking of Iuz, I freaked out when he popped up during the battle with Hedrack, don't remember that from last playthrough, this thing can actually be killed? I didn't even get a chance... Cuthbert appeared before I could get to it through my summons and called him off :roll: Was this added by Co8? If so then bravo :thumbsup:
     
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