An Impossible Build [Archive] - Wizards Community

Post/Author/DateTimePost
WizardlyFriend

08-18-05, 08:30 PM
I was thinking earlier of a build that would have plenty of synergies, but i can't understand how you could ever do it without somehwere around 50 levels. I wanted to figure a way to get full arcane and divine spellcasting (level 9 spells in wizard/sorcerer and level 9 spells in cleric). additionally i was thinking what if you combined the mantle of spells from dweomerkeeper so that you could convert all these spells? but then i read and you can only convert divine to divine and arcane to arcane. then i thought about geometer which would allow you to blend arcane and divine spells, but you need 10 levels to get level 9 spells blended and it doesn't provide casting for either class. i figure i can't do this in 20 levels, but maybe in 30.

Dweomerkeeper
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Can't start taking levels until 5th level
Knowledge(Arcana) - 8 ranks, spellcraft 8 ranks, any item creation and metamagic feat, domain- magic, and ability to cast both arcane and divine spells.
(earliest level that this PrC can be taken: 6th)

Geomancer
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knowledge (arcana AND nature) 6 ranks
albe to cast 2nd level divine and arcane spells
(earliest level that this PrC can be taken: 6th)

Ur-Priest (for the fast divine spell progression)
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Bluff 6 ranks, knowledge (arcana) 5 ranks, knowledge (the planes) 5 ranks, knowledge (religion) 8 ranks, spellcraft 8 ranks
Iron Will, Spell focus (evil).
(earliest level that this PrC can be taken: 6th)

Mystic Theurge
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Knowledge (arcana and religion) 6 ranks
Able to cast 2nd level arcane and divine spells
(earliest level that this PrC can be taken: 6th)

Rune Smith
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Race: Dwarf, Concentration 5 ranks, craft (stoneworking) 8 ranks, armor proficiency (heavy), scribe scroll, 1st level arcane spells

the earliest i can take any of these PrCs is 6th level, meaning the first 5 levels have to be spent somewhere. i think that wizard 4/Cleric of Boccob (taking trickery and magic domains) 1 is a good choice. Then take 10 levels in dweomerkeeper putting them all towards wizard.

at this point you are a 14th level wizard (15th level character). then take some levels in ur-priest (im not sure what happens, but i lose the magic domain at this point, this is ofcourse a very controversial part of build). take 2 levels in ur-priest for 2nd level spells. you are now:
Wizard 4/Cleric of Boccob 1/Dweomerkeeper 10/Ur-Priest 2 (level 17 character).

Now take those 10 levels of geomancer. Put the first 7 levels toward ur-priest giving you 9th level divine spells, and then put the last 3 levels toward wizard making you a 17th level wizard which has 9th level spells. now you have 3 levels to spend.

I forgot to add this becasue i was thinking of it in the middle of typing ^, but one level in runesmith is a fantastic idea. it gets rid of arcane spell failure which as a wizard you still have. so sticking that in there is a great idea. then you can either advance one of your PrCs in epic levels to get the bonus feats (i would recomend one where you can get more wizard levels) or you can take 2 levels in mystic theurge. in any case you should end up with lvl 10 ur-priest spell progression and level 21 wizard (epic spells)
Race: Dwarf

01- Wizard 1-Summon Familiar, Scribe Scroll, [Feat]
02- Wizard 2-
03- Wizard 3-[Feat]
04- Wizard 4-
05- Cleric of Boccob 1-
06- Dweomerkeeper 1(+1 Wizard Level)-Mantle of Spells 1, [Feat]
07- Dweomerkeeper 2(+1 Wizard Level)-Arcane Sight
08- Dweomerkeeper 3(+1 Wizard Level)-Mantle of Spells 2
09- Dweomerkeeper 4(+1 Wizard Level)-Supernatural Spell 1/day, [Feat]
10- Dweomerkeeper 5(+1 Wizard Level)-Mantle of Spells 3
11- Dweomerkeeper 6(+1 Wizard Level)-Supernatural Spell 2/day
12- Dweomerkeeper 7(+1 Wizard Level)-Mantle of Spells 4, [Feat]
13- Dweomerkeeper 8(+1 Wizard Level)-Supernatural Spell 3/day
14- Dweomerkeeper 9(+1 Wizard Level)-Mantle of Spells 5
15- Dweomerkeeper 10(+1 Wizard Level)-Cloak of Mysteries, Supernatural Spell 4/day, [Feat]
16- Ur-priest 1-
17- Ur-priest 2-
18- Runesmith 1 (+1 Wizard Level)-Rune Magic, [Feat]
19- Geomancer 1(+1 Level Ur-Priest)-Drift 1, Spell Versatility 0
20- Geomancer 2(+1 Level Ur-Priest)-Drift 1, Spell Versatility 1
21- Geomancer 3(+1 Level Ur-Priest)-Drift 2, Spell Versatility 2, [Feat]
22- Geomancer 4(+1 Level Ur-Priest)-Drift 2, Spell Versatility 3
23- Geomancer 5(+1 Level Ur-Priest)-Drift 3, Spell Versatility 4
24- Geomancer 6(+1 Level Ur-Priest)-Drift 3, Spell Versatility 5, [Feat]
25- Geomancer 7(+1 Level Ur-Priest)-Drift 4, Spell Versatility 6
26- Geomancer 8(+1 Wizard Level)-Drift 4, Spell Versatility 7
27- Geomancer 9(+1 Wizard Level)-Drift 5, Spell Versatility 8, [Feat]
28- Geomancer 10(+1 Wizard Level)-Drift 5, Spell Versatility 9
29-Mystic Theurge 1-
30-Mystic Theurge 2-[Feat]

You get 10 feats. You need any one metamagic feat by 6th level, and you need Iron Will and Spell Focus(Evil) by 17th level. Your best choice for feats is going ot be divine metamagic. You have the ability to treat any spell as divine or metamagic, meaning that you should take advantage of this often and in several key ways. Dweomerkeeper only has you converting arcane spells, but if you're allowed to shift soem of the levels to past when you take ur-priest you could have arcane and divine spells in your mantle. I would also recomend practiced spellcaster for the extra CLs.

Is this build Effective?: I have no idea, you are a level 11 ur-priest and 21 wizard with several good benefits going towards both. I haven't played or actually made it, but i was thinking of how many synergies you could get. I unfortunately think that i tried for too many synergies and ended up with a sub optimal build. my first hint being that you have to be level 30 before all these synergies kicking in. Comments appreciated, especially if there is an easier way to do this.
doobiusPortugal

08-18-05, 09:19 PM
Well, I'm not sure about blending the 2 types of spells, but I came up with a build that gets you:
- Divine Spells from 1st to 9th level (9th level spells at 18th level)
- Arcane Spells from 4th to 8th level (8th level spells at 20th level)
- Wild Shape to Large animal (Druid, obviously),
- and a LOT of summon spells(among others, of course) that you don't have to dedicate slots to - druid, once again
all this by 20th level (sorry, I think it's not possible to do it earlier).

It's in the thread named "summoner... how to build one? tips inside", section Optimization. It takes a while to explain, but your efforts will be rewarded if you read it. leave comments/ideas, ok?

As for your idea, I agree that is a lot of good; mainly the runesmith quality of ignoring arcane spell failure... the problem is that is only at level 30, and by that time I would probably choose another thing to do (When in Epic environments I tend to diverge from my main class, as long i dont take XP penalty from my race.) Sinergy is awesome, but I really think that you ought to aim for an earlier one... I know that they are hard to come by, but even so... check that thread, and I hope you'll find it useful.
Dokujin

08-19-05, 02:19 AM
firstly, you need to have a completely different diety to worship to take levels in dweomerkeeper, then "you have no ability to cast divine spells" to be a ur-priest. So from what I see, its impossible by standard ruling.
WizardlyFriend

08-19-05, 02:29 AM
firstly, you need to have a completely different diety to worship to take levels in dweomerkeeper, then "you have no ability to cast divine spells" to be a ur-priest. So from what I see, its impossible by standard ruling.

according to ur-priest if you can already cast divine spells you just lose the power to cast them as if you became an ex-cleric
X-Codes

08-19-05, 03:08 AM
I think you are going about this the wrong way... Let me take a crack at it...

You want to have level 9 arcane and divine spells, and be able to convert any spell into selected arcane and divine spells...

...

...

...

Nothing's happening up there. This would require so many character levels that it really wouldn't be worth it. It'd be easy if you used Gestalt rules... but what wouldn't be easy if you cheated like that?

EDIT: P.S. How do you qualify for Dweomerkeeper? You can't cast 2nd level divine.
WizardlyFriend

08-19-05, 03:13 AM
I think you are going about this the wrong way... Let me take a crack at it...

You want to have level 9 arcane and divine spells, and be able to convert any spell into selected arcane and divine spells...

...

...

...

Nothing's happening up there. This would require so many character levels that it really wouldn't be worth it. It'd be easy if you used Gestalt rules... but what wouldn't be easy if you cheated like that?

EDIT: P.S. How do you qualify for Dweomerkeeper? You can't cast 2nd level divine.


complete divien web enhancement has the prerequisites that i listed, i know that there is an older version with different prerequisites though.

EDIT: also , i was thinking, i could just take ur-priest and skip cleric all together. and to get the magic domain take a level in contemplative. i'd end up spending the same amount of levels (since i want the rebuke undead ability for divine metamagic), but id be one level higher in ur-priest
X-Codes

08-19-05, 03:34 AM
complete divien web enhancement has the prerequisites that i listed, i know that there is an older version with different prerequisites though.

EDIT: also , i was thinking, i could just take ur-priest and skip cleric all together. and to get the magic domain take a level in contemplative. i'd end up spending the same amount of levels (since i want the rebuke undead ability for divine metamagic), but id be one level higher in ur-priest

Woha o_o... *drool* I was using the version from the Forgotten Realms Faiths and Pantheons (the original version, where Dweomerkeepers were the guardians of the Weave). But this one is *much* easier to use, if a little broken (see cheater of mystra).

But anyway, your caster levels are pitiful for a 30th level character. If you think monsters above CR 10 all have SR, just wait until you see monsters above CR 20.
WizardlyFriend

08-19-05, 04:05 AM
Woha o_o... *drool* I was using the version from the Forgotten Realms Faiths and Pantheons (the original version, where Dweomerkeepers were the guardians of the Weave). But this one is *much* easier to use, if a little broken (see cheater of mystra).

But anyway, your caster levels are pitiful for a 30th level character. If you think monsters above CR 10 all have SR, just wait until you see monsters above CR 20.

i know, calling it sub optimal actually insults sub optimal builds. i just saw all these synergies that i can't use, arg! i think you could salvage the build if you got rid of dweomerkeeper...

...

eff this, i need sleep
X-Codes

08-19-05, 04:30 AM
Lightning has struck!

Selection Order: Specialist Wizard 3/Cleric 3/Geomancer 6/Mystic Theruge 1/Geomancer 1... etc.
Final Build: Clr 3/Wiz 3/Geo 10/Mst 4

Spellcasting: Cleric 6/5/4/3/2, Wizard 5/5/5/5/5/5/5/4/3/2
Feats: Practiced Spellcaster (Wizard), Domain Spontaneity x2, Divine Spell Power, 3 others.

Burn prepared Wizard spells to cast clerical domain spells, and even boost the caster level with Divine Spell Power. If you take this character epic then you get all kinds of nice stuff like the Bonus Domain feat (you qualify through Spell Versatility) as well as Epic Spellcasting, not to mention that you fill-out your repitoire of high-level spells. You can even pick up Automatic Silent and become truly brutal.
WizardlyFriend

08-19-05, 04:32 AM
alternatively have you considered going druid, and then taking spontaineous heal so you can convert even more spells?

and then even taking arcane hierophant
X-Codes

08-19-05, 04:45 AM
alternatively have you considered going druid, and then taking spontaineous heal so you can convert even more spells?

and then even taking arcane hierophant

True, you could spontaneously cast cure and summon nature's ally spells spontaneously then, as well as getting an animal companion and a couple abilities, although with Cleric you can spontaneously cast cure spells and domain spells, probably including Gate and/or Elemental Swarm. Druid also doesn't grant the benefits of Divine Spell Power.

Alternatively, if you need 5 or 6 feats for other abilities, using Druid and Arcane Heirophant *would* be a better way to go.
WizardlyFriend

08-19-05, 04:55 AM
true w/ druid you lose divine metamagic too, which is too hot to pass up.
X-Codes

08-19-05, 05:03 AM
true w/ druid you lose divine metamagic too, which is too hot to pass up.

Theres 3 feats leftover after the ones I used in the build...
WizardlyFriend

08-19-05, 05:12 AM
Lightning has struck!

Selection Order: Specialist Wizard 3/Cleric 3/Geomancer 6/Mystic Theruge 1/Geomancer 1... etc.
Final Build: Clr 3/Wiz 3/Geo 10/Mst 4

Spellcasting: Cleric 6/5/4/3/2, Wizard 5/5/5/5/5/5/5/4/3/2
Feats: Practiced Spellcaster (Wizard), Domain Spontaneity x2, Divine Spell Power, 3 others.

Burn prepared Wizard spells to cast clerical domain spells, and even boost the caster level with Divine Spell Power. If you take this character epic then you get all kinds of nice stuff like the Bonus Domain feat (you qualify through Spell Versatility) as well as Epic Spellcasting, not to mention that you fill-out your repitoire of high-level spells. You can even pick up Automatic Silent and become truly brutal.

4 if you're human right? 6 if i take two flaws?

id use the rest on metamagic and extra turning and divine metamagic
X-Codes

08-19-05, 05:30 AM
Human, but I don't believe in flaws.
Domains: Planning and Domination
Feats: Persistent Spell, Quicken Spell, Divine Metamagic (Persistent), Divine Metamatic (Quicken)

Mental Scores:
Int: As high as possible.
Wis: 14 after items and whatnot.
Cha: Second to Int, but also as high as possible.

Spells that can be cast spontaneously:
Greater Command, Mass Suggestion, True Domination, Monstrous Thrall, Time Stop, Greater Scrying, Imbue With Spell Ability...

Post-20 level up in Mystic Theruge, taking a level of Geomancer whenever you gain a new level of spells.

This guy doesn't even need Epic Spellcasting...
WizardlyFriend

08-19-05, 05:44 AM
nice build