What is your favourite wizard specialist?

Discussion in 'The Temple of Elemental Evil' started by webusver, Oct 20, 2006.

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  1. Kalshane

    Kalshane Local Rules Geek

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    Well, on reflection, you might have picked up the habit in earlier versions of ToEE where the game didn't let spontaneous casters use higher level slots for lower level spells. That was one Co8 fix I was really happy to see.
     
  2. webusver

    webusver Established Member

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    I found Heighten spell very useful for my sorceress. It allowed her to have a lot of different spells for any level. Yes magic missiles don't get any power if heightened to 2 level, but imagine such a situation when a 4 level sorceress having just web in her 2 level spells needs to cast something, but it's not right time for web. If she had heightened missiles, she could use them instead of web. (Or some other 1 level spell). Wizards, clerics and druids may also benefit from heighten spells but not so greatly as bards and sorcerers, since they have many different spells, good for their level.

    Did the mod give her something? In the original she had just few worthless things and strangely ultra low hit points (2 hp)... Even her dad had much more! Total 3 hp - 1.5 times tougher!
    So since then I even never approach her after her dad gives me the Radiant Sword.

    PS What is "Magical Tatoos"? I didn't see it anywhere yet. Did I miss them? Are they hidden somewhere? Then - where are they? Did I miss them because I didn't buy any equipment at start?

    PPS I tried to help Alisa (don't remember exacly the woodcutter's girl name) to cure her from her illness. Jaroo said that Heal will help but he didn't have the spell. (Though I had the scroll it didn't help the girl. Lier Jaroo - :) ). So Jaroo asked to find a swamp grass of some sort. The only "swamp" I could remember was that near moathouse. But I found no grass near the water nor any with frogs. Is it really there?
     
    Last edited: Oct 23, 2006
  3. StrontiumDog

    StrontiumDog Established Member

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    There's a separate line of dialogue you can have with Mother Screng, where you can ask for magical tattoos, but they're very expensive.

    The swamp lotus quest is a real nuisance. After talking to Jaroo, you carry on with the game as normal. After a randomly-determined timespan, one of your random encounters between journeys should be in a swamp(though there are many other swamp encounters without the swamp lotus) and you'll find the swamp lotus if you just click repeatedly on the tab key to highlight it - it's usually put well away from the NPC monsters you fight against. It's really easy to miss , and you never get a 2nd chance to get hold of it again.
     
  4. erkper

    erkper Bugbear Monk Supporter

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    They're also very much worth it for characters who can't use armor, or have a very high dexterity. They give a +4 item bonus to AC - this stacks with just about every other kind of armor bonus I've found - bracers (armor bonus,) rings (deflection bonus,) shield, etc. And they can also be enchanted (Create Magic Arms & Armor) up to +3 like any other magic armor. They also provide some pretty extreme skill check modifications - greatly increasing intimidate and tumble, a big penalty to diplomacy, maybe others. The main downside is that they can't be traded from one character to another (which makes sense) unless you have the Humble NPCs patch turned on (which makes no sense.) You end up with a magic armor that any class can use which gives +7 to AC with no max on Dex bonus, plus by finding or crafting bracers and rings, you can end up with an extremely high AC for your normally low-ac characters. (My wizards usually end up with an AC around 32.)

    So I always give them to my Wizard/Sorceror, and sometimes to other characters depending on stats and whether or not I'm using Humble NPCs.
     
  5. TOEEHamster

    TOEEHamster Member

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    Uh magic tattoos can have added bonus from crafting? That makes no sense. Wouldn't deflection or armor bonus be more appropriate? What does 3.5 rules say about magical tattoos?
     
  6. webusver

    webusver Established Member

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    Perhaps it should be an expensive kind of feat because "humble tradings" of the tattoos is remarkably funny! (Or painful if you like). :)
     
  7. Kalshane

    Kalshane Local Rules Geek

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    Actually, if you're running the latest Co8 patches, then, as I explained to Gaear you don't need to use Heighten Spell to cast Magic Missile with a 2nd level spell slot. Sorcerers and Bards will automatically use a higher level slot to cast a spell if you're out of slots for that level. This is as per the D&D rules.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I've been collecting links on such things for a blog someday: here is one of interest.

    The Logic Ninja's Guide to Wizards (which some of u will have already seen over at the Giant in the Playground forums).

    Although this is very much pnp-related (and is only of limited relevance to ToEE with its inevitable restrictions) it goes to great length to explain why Evocation is in fact the weakest school and should always be banned.

    [Edit] The forums are down over there. Of course. :yawn:
     
  9. Lord Chambers

    Lord Chambers Member

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    I banned conjuration and necromancy because I was roleplaying Jesus.
     
  10. Kalshane

    Kalshane Local Rules Geek

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    1) WTF?

    2) Jesus would be a cleric, not a wizard.

    3) WTF?!?

    4) Healing spells fall under Conjuration, as do Ressurection spells, big parts of Jesus' repertoire.

    5) Finally, WTF!?!?!
     
  11. webusver

    webusver Established Member

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    Sorry, I didn't get the idea at first. So, if my sorceress runs out of 1 level spells, still she may cast all 1 level spells from 2 level spell's menu? And what about wizards?
    Hm didn't notice this yet. I always took Heighten spell at least at 3 exp level (or earlier) and heightened all available spells.
     
  12. TOEEHamster

    TOEEHamster Member

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    Only for sorceroresses and bards, heh I didn't notice it until my bard seems to have unlimited identify spells.
     
  13. webusver

    webusver Established Member

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    Right you are! I didn't notice it either. But it may be very useful for a sorcerer to cast "Web" as a 5 level spell during the first combat turn. He may have chosen just one mass-paralyzing spell "Web" and to use if effectively he needs "Heighten Spell". Or let us count how many spells he must waste before the remaining "Web" will be automatically cast in 5 level slot? :)

    BTW I always try to use low level spells first. Thus saving more powerful spells for future, for probably more difficult encounters. If opponents' challenge allows to relax with low level spells... Acid Splash, Disrupt Undead... etc.
     
  14. Old Book

    Old Book Established Member

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    When a Sorcerer or Bard uses his default ability to use a higher level slot to cast a lower level spell, it does not make that spell any harder to save against. It's sometimes convenient if you only have one spell that will do the job, but other than that convenience it has no benefits.
     
  15. Kalshane

    Kalshane Local Rules Geek

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    Right, you still need the Heighten Spell feat if you want to increase the DC to the level of the spell slot you're using (and apply that feat to the spell in question). But for spells without saving throws, there's no point in using the feat as it will simply increase the casting time for no benefit.

    Wizards (as well as Clerics and Druids) can use higher level slots for lower level spells, but they have to prepare them that way in advance.
     
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