Specialist Wizards

Discussion in 'The Temple of Elemental Evil' started by JerryB, Jul 6, 2006.

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  1. JerryB

    JerryB Established Member

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    What do you think about specializing in TOEE? What schools of magic would have the most, and which the least, impact on your ability to craft, or to cast spells that are required to accomplish portions of the game?

    Right now I'm playing it safe and using a generalist wizard, but I'm thinking of rolling up a specialist in Enchantment/Charm, as charming bandits and brigands to use as front line troops is working out pretty well for me.
     
  2. krunch

    krunch moving on in life

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    When I choose specialization for a wizard, I normally choose Evocation for the specialty and for the two schools to not choose spells from, for those, I normally choose Illusion and Necromancy. Also, when I have a wizard specialize, I typically also choose feats of Spell Focus Evocation and Greater Spell Focus Evocation for that wizard.
     
  3. JerryB

    JerryB Established Member

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    Thank's for the info. Evocation is a good way to go for those that like to fling damage causing spells, which is definately a valid approach, though I think perhaps a sorcerer might be more suited to that role.

    I'm taking a different approach with this wizard, because not only is taking one soldier out of your enemy's lineup and adding him to your own effectively working both sides of the equation to your advantage, but unlike a one use magic missle the charmed footsoldier keeps swinging until he goes down, or the battle is won.

    What I'm wondering is mainly which schools must one have in this particular game, both for crafting and for certain points where one must cast certain spells. Knock and Dispel magic are both essential at some point from what I've read, so what else do you really need in TOEE?
     
    Last edited: Jul 7, 2006
  4. krunch

    krunch moving on in life

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    Fireball, ice storm, and cone of cold are awesome for area damage and summoning critters spells work, too. I use wizards for ranged area damage spells and a druid for summoning spells in the same party. As far as crafting goes, I normally have crafting done by a wizard who is not specializing or, if the wizard is specializing, I have the cleric along with a spellslinger other than the specializing wizard do crafting.

    For crafting information in ToEE, read this.
     
  5. JerryB

    JerryB Established Member

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    Yes, the summonings are working out well also. Once you charm an opponent, and he turns on one of his former allies you toss a summoned monster next to that enemy, opposite your charmed soldier, to give him a flank bonus.
     
  6. Cujo

    Cujo Mad Hatter Veteran

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    I like enchantment and illusion, those schools are the ones I probably remember to use the most, Ted once commented that my cleric had no healing spells - I almost always forget to use magic. for my non-casting wizard I'd ban evocation and necromancy.
     
  7. Shiningted

    Shiningted I want my goat back Administrator

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    For his 1500th post, Cujo announces his Wizard would ban fireballs ;)

    He takes hitting things with katanas seriously - u gotta respect it!
     
  8. Cujo

    Cujo Mad Hatter Veteran

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    damn straight
     
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