Arcane specialist core classes [Archive] - Wizards Community

Post/Author/DateTimePost
jay

02-06-06, 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?
Elbethamore

02-06-06, 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.
Ultimus

02-06-06, 03:15 PM
man...I like warmage :\ they rock :p
Nephlite

02-06-06, 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_Master

02-06-06, 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
jay

02-06-06, 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?