| Post/Author/DateTime | Post |
|---|---|
| jay02-06-06, 11:44 AM | I disliked the warmage, since it seemed to beat the sorcerer at what is supposed to be the sorcerer's strong suit (arcane artillery). But I like the dread necromancer (from Heroes of Horror), and it got me thinking... we now have a core evoker class and a core necromancer class. What about others? Do you think it would be worthwhile to create core classes for characters specializing in other schools of magic, following the pattern of the warmage and the dread necromancer: sorc-like casting, many spells known but very focused on the school, add special abilities to taste? I'd be especially interested in an illusionist class... I suspect will get something at least close to it, with Tome of Magic's shadowcaster (http://www.wizards.com/dnd/images/dx0201iw_TOMpg110_111.jpg). But until then, what do you think would be good or interesting abilities for an illusionist core class? Or for any of the other schools? |
| Elbethamore02-06-06, 02:38 PM | I think that the most iconic of the remaining specialist types would be the Illusionist and the Enchanter. However, you'll have to be very careful when designing a spell list for either of these classes. The vast majority of Illusions (and Enchantments) are mind-affecting spells, and there are whole categories of creatures immune to them. You'll probably have to give your Illusionist some spells from other schools to supplement their illusions, to gain some broader function at the expense of flavor. |
| Ultimus02-06-06, 03:15 PM | man...I like warmage :\ they rock :p |
| Nephlite02-06-06, 04:08 PM | I disliked the warmage, since it seemed to beat the sorcerer at what is supposed to be the sorcerer's strong suit (arcane artillery). Artillery is not a sorceror's strong suit. Spell effects are a sorceror's strong suit. Weakening enemy is far most portant than damaging them usually. Artilery is a crutch for the sorceror. He shouldn't depend on it. |
| Elemental_Master02-06-06, 04:20 PM | I would like to see a summoner class (conjuration) Kind of like the theumagerist Prc in DMG. Maybe give him a class feature that allows to summon another monster with each casting. Yeah i'm more of the evoker and transmuter but watever |
| jay02-06-06, 06:08 PM | However, you'll have to be very careful when designing a spell list for either of these classes. The vast majority of Illusions (and Enchantments) are mind-affecting spells, and there are whole categories of creatures immune to them. Some illusions are, but many aren't. You're right about enchantments, though. But that's the beauty of the specialist core class: you can add class abilities that complement and balance the spell list and make the class workable as a whole, without having to dilute the spell list with useful-but-not-thematic spells. (Whereas the sorcerer or wizard class assumes a balanced spell load-out, so the character is significantly impaired if he chooses to ultra-specialize.) So, what would be good abilities for the illusionist and the enchanter, that would help them deal with (or at least survive) enemies that their spells don't work on, and are still thematically appropriate? |