| Post/Author/DateTime | Post |
|---|---|
| E-Arkham08-29-07, 04:38 PM | Might be a bit of a "bubble argument," but what's the general consensus on the best epic wizard feats? I didn't find anything useful on a search. Assume: * You have only four(4) Epic slots to work with; * You have any non-Epic requirements necessary to qualify for Epic wizard feats; * You have access to all non-Epic spells from PHB, Spell Compendium, Complete XXX, and the four terrain books (Cityscape, Sandstorm, etc); * You have at least 30+ ranks of spellcraft; and... * This character is versatile but does often serve in a spell-artillery role capacity. Mostly looking for feedback before making some tweaks to a character's feat selection. Right now he's got: Epic Spellcasting, Improved Spell Capacity x2, Improved Metamagic, and Multispell. Yup, that's five feats and I asked for only four -- the Epic Spellcasting feat can not be changed due to the campaign history. One thing I'm considering is dropping Multispell for Intensify Spell. Any thoughts are welcome. Thanks, folks. :) Kep |
| runestar08-29-07, 10:27 PM | The epic counterspell (http://www.wizards.com/default.asp?x=dnd/ei/20020915a) feat has some very tough prereqs, but seems too useful not to take, especially in tandem with mastery of counterspelling. |
| rob_douglas08-30-07, 10:19 AM | I like the ones you have. ISC is really uselful, and IM is good when you can get it. Multispell gives you the ability to do 3 per round. You can Quicken up to 8th level spells, so this is a good thing. I also like Permanent Emanation (AMF), and Innate Spell (useful at epic after a few ISCs - get Time Stop as an Innate spell, but you need to take a ton of ISC first). Reactive Counterspell is nice too. Goes along with Epic Counterspell. Enhance Spell is pretty good for making your Horrid Wiltings, and Polar Rays hurt a lot more. ROB |
| Tshern08-30-07, 10:44 AM | No love for Multispell? |
| E-Arkham08-31-07, 01:52 PM | Thanks for the replies. Main thing I was looking for was any obvious flaws with my current selection, and the response seems to say that it's mostly okay. :) Epic counterspell is damn nice, but I don't think I'm going to go down that path. Our campaign seems to have more bruisers than truly dangerous spellcasters, so it probably wouldn't come into play too often... then again, be sweet to reaving dispel defenses and then shut down their attempts to rebuff or get away... hmm. Will give it some more thought, but seems to pull me away from my preferred style of play. I do like multispell quite a lot (especially with two rods of metamagic quicken), but I'm finding that with the drawn out battles, back-to-back encounters, and hp-heavy foes (800-1000+) that we've encountered lately, my mage starts running low on useful offensive spells. What I think I need to do is increase damage output somehow -- better spell selection and the aforementioned swap of multispell for intensify for starters. I'll give that a try. Thanks, -Kep |
| Lormador09-06-07, 12:47 AM | What about Spell Stowaway for Wish, Gate, Time Stop, or some other spell that's used very often in your game? Stealing a Time Stop is strategy-breaking, stealing a Gate means you'll never be out-summoned, and even suggesting that you could gain a Wish without paying for it will likely get the DM to rule out that strategy immediately. I don't like Multispell. Time Stop has a similar effect. With Improved Spell Capacity you could just memorize another one of those. |