Specialist Wizards

Discussion in 'The Temple of Elemental Evil' started by Thurstrum, Nov 24, 2009.

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  1. Thurstrum

    Thurstrum Member

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    I was interested in peoples thoughts with regard to specialization in ToEE specifically. I always intend to use a specialist if only for flavour but can never bring myself to give up entire schools, necromancy aside, especially given I don't know the game and spell system inside out.

    Are there any non-obvious spells/schools that are absolute must haves?
    Are Invokers by far and away the best choice?
     
  2. cremo

    cremo Member

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    i made an invoker with barred necromancy/charme and it was ok considering i had also a bard in the party who had access to charme (while necromancy isn't that great in toee).
     
  3. Ausdoerrt

    Ausdoerrt Veteran Member

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    Necromancy has been getting better with all the spell addenda by Co8.

    TBH, I never knew what the point of a specialist is in TOEE, just take the specialization feat instead?
     
  4. cremo

    cremo Member

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    you get 1 extra spell per day x level.. not bad at all!
     
  5. Stuntman

    Stuntman Member

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    I've been using an invoker a lot now. I just get rid of illusion and necromancy. Never had much use for those schools. I do miss out on the cantrip that damages undead which is useful at lower levels only. At higher levels, my wizard has better spells to cast. I have used Phantasmal Killer against one really tough opponent when I first started playing. I just kept reloading until he failed his save. I don't need to resort to this cheap tactic any more, so I don't miss losing Phantasmal Killer. The extra spell is nice and I pretty much only use big blast spells.
     
  6. cremo

    cremo Member

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    anyway if ToEE had more of the cool p&p divination spells i would probably go as a diviner.
     
  7. MonkeyLancer

    MonkeyLancer Member

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    In the "batman wizard" school of thought, use Diviners banning Evocation or Transmution, or use a Transmuter or Conjuror banning Evocation and Enchantment. For those unfamiliar you can look into that further here..

    http://www.giantitp.com/forums/showthread.php?t=104002
     
  8. Kalshane

    Kalshane Local Rules Geek

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    For ToEE, Evoker banning Necromancy and Illusion or Charm works best. Though I'm tempted to try making an Enchanter one of these days and just get a horde of charmies to fight my battles for me.
     
  9. Ausdoerrt

    Ausdoerrt Veteran Member

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    Enchanters, or sorcerers with enchantment specialization, rock the house in TOEE. Think of all the awesome creatures with low saves you can get: Greater Temple bugbears, Ettins, Hill Giants, and even Smigmal.

    The drawback is that you have to re-charm them after resting, and they occasionally get lost during travel.
     
  10. ithildur

    ithildur Established Member

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    Charm type spells are very, very effective in TOEE, arguably more so than they would be in pnp actually.

    I always have one generalist wizard who also crafts, and one multiclass (elf ftr/wiz) who specializes in divination and skips out on enchantments and focuses on spells that make him a better fighter along with utility type spells, since his saves/duration/caster lvl is always going to be lower anyway. A fighter/wiz with a couple of lvl1 or lvl 2 spells and the right feats/weapon choice can be frightening if deployed properly, consistently has the most kills out of anyone in my parties.
     
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