Anauroch: What about the Wizard? [Archive] - Wizards Community

Post/Author/DateTimePost
stone_thecrows

11-14-07, 02:41 PM
I've got a group of PC's that have just started Shadowdale and I got my copy of Anauroch yesterday and was reading through and I have some questions...

I know that normal magic stuff will not work in the dead magic zone, so no potions, weapon etc.
I know that shadow weave items do work but, for non-shadow weave Feat PC's, only at a price.

So how does the party go about this situation?

My "fighter" is actually a Dwarf/Fighter/Druid with the Feral template so I assume that his Wildshape ability will not work along with his spells, but will his Animal Companion exist?
He is fairly fighty in-game so wont be too badly effected by the dead magic zone. He can afford a point of Wisdom here and there to use magic armour and weapons.
My Rogue is a Ranger/Rogue and isn't going to be effected at all apart from the magic armour/weapons thing.
My Cleric is just a cleric and although very much melee based, he does love his buffs and will miss them. How can he heal the party?
My Wizard (of Mystra) would seem fairly screwed by the whole thing!

So what does the wizard do in this situation? 1d4 Wis damage to use a shadow weave wand each activation!!

Would Mystra step in and allow him to use the shadow weave? or even grant him the shadow weave feat to help save the weave??
buzzard

11-14-07, 04:00 PM
Mystra is unable to provide access to the Shadow Weave to anybody. It would be up to Shar and Shar definitely wouldn't grant anyone that wants to screw her plans access to the Shadow Weave.
stone_thecrows

11-14-07, 06:52 PM
Mystra is unable to provide access to the Shadow Weave to anybody. It would be up to Shar and Shar definitely wouldn't grant anyone that wants to screw her plans access to the Shadow Weave.

ok.

So what about the Wizard? What would you do if facing a trek into a Dead Magic zone?
Stigger

11-14-07, 06:55 PM
Get him a heavy crossbow and a camel with lots of bolts and water... and hope he makes a decent sniper. Just think of it as an excuse for him to go the path of the spellsword or eldritch knight... sorry, all I can think of at the moment.
The Simbul

11-14-07, 07:57 PM
Like the previous module, the adventure does not entirely take place within the boundaries of the dead magic zone, and their are built in means by which the characters can still make use of magic in some limited fashion. The characters can acquire Shadow Weave magic items from the foes they defeat, and can access the Shadow Weave for spellcasting through the shadow engine. While these methods may seem less attractive to a servant of Mystra as say Syluné’s kiss (in the previous module) may have been, they do strike for poetic justice in using the Shadow Weave to counter the machinations of Shar and her minions.

If all else fails, and your Mystra-worshipping wizard character is fully opposed to using the Shadow Weave at all--even to strike against Shar's servants--then I would suggest you do what I planned; Have the PCs present the Shadowshard wielded by Esvele Greycastle to Elminster or the Seven Sisters at the dénouement of the previous module, and ask them if they (during the interlude between adventures) might channel the power of the Lady of Mysteries into reshaping this artifact into one that serves Mystra's purposes. I have not decided what powers I would want a redeemed shadowshard to have, but they should be equitable to those that the original possesses for purposes of game balance. At the very minimum, I was intending that it could be used a limited number of times per day to cast a spell in a dead magic zone, or enhance a magic item so that it will function normally (for 24 hours) in such an area, or detect and be able to gravely injure Shadow Weave spellcasters.

I have not the time to read the entire adventure cover to cover, by my preliminary perusal suggests a mage-archetype character is far from useless when you consider the entire scope of the adventure, specifically the research portion of it;

-In the case of a Wizard, having access to multiple Knowledge skills combined with INT as a primary ability will be invaluable in getting the information to complete the adventure.

-In the case of a Sorcerer, you are able (assuming your spell list is worthwhile) to chain cast teleportation spells on demand to carry the party across the Faerûn to various centers of learning to obtain the aforementioned information from NPC sages. In addition, having CHA as a primary ability score will enable you to either have previously-established contacts in such centers of learning, or enable you to quickly befriend and illicit information from them.

-In the case of a Bard, you have a character who is both far more suited to be a storehouse of Knowledge as well as being able to use influence and her force of personality to obtain information from others. While they do not have access to most teleportation spells, they can use magic such as city stride, shadow walk, or simply use their bardic knowledge and/or Use Magic Device skill to utilize portals or similar magical devices and reach those far off vaults of lore.
Muddman72

11-14-07, 08:13 PM
Another option is what I'm planning on and write in an adventure between Shadowdale and Anauroch focused on retrieving an artifact (or maybe converting one of the shadow shards, I like that) into a sort of spell engine that allows them to store and acess magic like a thumb drive.

It takes a full round action but the artifact allows you to access the spells you memorized, but rather than memorizing into their minds it records into the artifact (or shard).

Another thing is that you may want to not count your PCs before they hatch. All but one player lost a character before the end of Shadowdale and one lost 3! Its a tough adventure if you run it right, so might have a whole new party when all is said and done.
stone_thecrows

11-15-07, 11:48 AM
Like the previous module, the adventure does not entirely take place within the boundaries of the dead magic zone, and their are built in means by which the characters can still make use of magic in some limited fashion. The characters can acquire Shadow Weave magic items from the foes they defeat, and can access the Shadow Weave for spellcasting through the shadow engine. While these methods may seem less attractive to a servant of Mystra as say Syluné’s kiss (in the previous module) may have been, they do strike for poetic justice in using the Shadow Weave to counter the machinations of Shar and her minions.

If all else fails, and your Mystra-worshipping wizard character is fully opposed to using the Shadow Weave at all--even to strike against Shar's servants--then I would suggest you do what I planned; Have the PCs present the Shadowshard wielded by Esvele Greycastle to Elminster or the Seven Sisters at the dénouement of the previous module, and ask them if they (during the interlude between adventures) might channel the power of the Lady of Mysteries into reshaping this artifact into one that serves Mystra's purposes. I have not decided what powers I would want a redeemed shadowshard to have, but they should be equitable to those that the original possesses for purposes of game balance. At the very minimum, I was intending that it could be used a limited number of times per day to cast a spell in a dead magic zone, or enhance a magic item so that it will function normally (for 24 hours) in such an area, or detect and be able to gravely injure Shadow Weave spellcasters.

I have not the time to read the entire adventure cover to cover, by my preliminary perusal suggests a mage-archetype character is far from useless when you consider the entire scope of the adventure, specifically the research portion of it;

-In the case of a Wizard, having access to multiple Knowledge skills combined with INT as a primary ability will be invaluable in getting the information to complete the adventure.

-In the case of a Sorcerer, you are able (assuming your spell list is worthwhile) to chain cast teleportation spells on demand to carry the party across the Faerûn to various centers of learning to obtain the aforementioned information from NPC sages. In addition, having CHA as a primary ability score will enable you to either have previously-established contacts in such centers of learning, or enable you to quickly befriend and illicit information from them.

-In the case of a Bard, you have a character who is both far more suited to be a storehouse of Knowledge as well as being able to use influence and her force of personality to obtain information from others. While they do not have access to most teleportation spells, they can use magic such as city stride, shadow walk, or simply use their bardic knowledge and/or Use Magic Device skill to utilize portals or similar magical devices and reach those far off vaults of lore.

I hadn't got to the back of the book so didn't know about the Artifact that allows spell casting with the Spellcraft check!!

I like the ideas you guys have come up with and am thinking on it. I have realised that I have a larger problem with the Cleric than I first thought (see thread Anauroch: What about the Cleric!!).
GoldDragon

11-18-07, 09:29 PM
I've got a group of PC's that have just started Shadowdale and I got my copy of Anauroch yesterday and was reading through and I have some questions...

I know that normal magic stuff will not work in the dead magic zone, so no potions, weapon etc.
I know that shadow weave items do work but, for non-shadow weave Feat PC's, only at a price.

So how does the party go about this situation?

My "fighter" is actually a Dwarf/Fighter/Druid with the Feral template so I assume that his Wildshape ability will not work along with his spells, but will his Animal Companion exist?
He is fairly fighty in-game so wont be too badly effected by the dead magic zone. He can afford a point of Wisdom here and there to use magic armour and weapons.
My Rogue is a Ranger/Rogue and isn't going to be effected at all apart from the magic armour/weapons thing.
My Cleric is just a cleric and although very much melee based, he does love his buffs and will miss them. How can he heal the party?
My Wizard (of Mystra) would seem fairly screwed by the whole thing!

So what does the wizard do in this situation? 1d4 Wis damage to use a shadow weave wand each activation!!

Would Mystra step in and allow him to use the shadow weave? or even grant him the shadow weave feat to help save the weave??


Are Alchemical and Gnomish Pseudo magic/tech weapons allowed?

I would say stock up on Alchemist fire grenades, thunder stones, vials of acid/acid grenades, choking gas grenades, sneezing powder grenades, sleep powder grenades would be a good start.

To throw them either a Sling (staff Sling) or a Gnomish double barrel Shot gun that also can also shoot Buck shot, arrows, and slugs

For close combat Gnomish static shock gloves (sorta like rubbing your feet across the carpet then touching someone...in the extreme).

A tank and pump assembly filled with alchemist fire makes a handy Flame Thrower as well.

As far as healing, spells and magic items won't work but there are Salves and balms, and elixirs, and purgatories,and Herbs of Healers that are alchemical in nature and close wounds and purge poison and can even raise the dead based on "biochemistry interaction" rather then "magic" though Healers are often accused of "hedge magic".

I would say carry a Healer's kit into a dead magic zone....I know I would.
Aerostoth

11-18-07, 10:24 PM
4 Questions:
Where do those gnome-tech items come from?:confused:
and...
Doesn't Divine Magic work in Dead Magic zones?:confused:
and...
(Yes, this is for the Cormyr-Shadowdale-Anauroch campain) If, out of my 4 players, 2 want to be fighters, 1 wants to be exotic (Incarnum or psionic), and the other wants to be divine, what should I do? (Do u need a specialist or arcane?)
and...
Does Incarnum function in a dead magic zone?
GoldDragon

11-18-07, 11:56 PM
4 Questions:
Where do those gnome-tech items come from?:confused:
and...
Doesn't Divine Magic work in Dead Magic zones?:confused:
and...
(Yes, this is for the Cormyr-Shadowdale-Anauroch campain) If, out of my 4 players, 2 want to be fighters, 1 wants to be exotic (Incarnum or psionic), and the other wants to be divine, what should I do? (Do u need a specialist or arcane?)
and...
Does Incarnum function in a dead magic zone?


On Toril? Gnome Tinkerers,Merchants,or Inventors or a Temple of Gond or Gondsman Merchants or a "Shopping Excursion" to Lantan

Book wise ("Kosher" wise)? It's in the Miscellaneous/Mundane Weapons section of the 3rd edition FRCS page 96, and city imports/exports setails of Thunderstone Page 113
Aerostoth

11-19-07, 12:41 PM
On Toril? Gnome Tinkerers,Merchants,or Inventors or a Temple of Gond or Gondsman Merchants or a "Shopping Excursion" to Lantan

Book wise ("Kosher" wise)? It's in the Miscellaneous/Mundane Weapons section of the 3rd edition FRCS page 96, and city imports/exports setails of Thunderstone Page 113

do they need conversions?