| Post/Author/DateTime | Post |
|---|---|
| CryoSilver11-20-07, 10:57 PM | Blaster Mage The mage standing before you wears his armor with practiced ease and moves his hands in the gestures of a familiar spell. But when he hurls forth the glowing orb of a fireball, it arcs for miles before exploding like the sun over a huge swath of land. Blaster mages are specially trained wizards and warmages that have been instructed in casting combat spells over long ranges and over huge areas in order to effectively function on the battlefield. They sacrifice some versatility to gain tremendous focus. Hit Die: d4 Requirements Feats: Combat Casting, Enlarge Spell, Spell Focus: Evocation or Conjuration, Widen Spell Must be able to cast 3rd level arcane spells, including Fireball Must have light armor proficiency Special: Must be trained at a Blaster Mage academy Skills: Craft, Intimidate, Knowledge (arcana, history, nobility, planes, religion), Ride, Spellcraft, Spot, Swim Skill points: 2+Int modifier/level Level BAB Fort Ref Will Ability Spells 1 0 0 0 2 Armored Casting, Battle Focus 2 1 0 0 3 Enhance Range +1 existing level 3 1 1 1 3 Enhance Radius 4 2 1 1 4 +1 existing level 5 2 1 1 4 Artillery 6 3 2 2 5 +1 existing level 7 3 2 2 5 Practiced Spellcaster 8 4 2 2 6 +1 existing level 9 4 3 3 6 Blaster Magic 10 5 3 3 7 Armageddon +1 existing level Armored Casting: A blaster mage suffers no arcane spell failure for wearing armor with which he is proficient. Battle Focus: A blaster mage loses access to one of the following schools: Abjuration, Divination, Enchantment, or Necromancy. At 6th level, he loses access to another. Enhance Range: The base range of a blaster mage’s damaging spells is multiplied by his class level to determine their actual range. This ability does not apply to spells that do not deal hit point damage. Ex: A 2nd level blaster mage (CL 6) casts a Fireball (range 640 feet) and multiplies the range by his class level (2) to get a final range of 1280 feet. Enhance Radius: A blaster mage using the Widen Spell feat only increases the spell slot used by one level, and may apply the feat as many times as he wishes. This may not be combined with other feats or abilities to reduce the adjustment to 0. Artillery: By halving the range of a spell, a blaster mage may cause it to arc, allowing him to hit targets behind cover. Practiced Spellcaster: The blaster mage gains this as a bonus feat Blaster Magic: Any creature that fails a saving throw against a blaster mage's damaging spells is treated as having rolled a natural one for purposes of determining if his equipment is damaged. Armageddon: Once per day, a blaster mage can enhance one of his damaging, area effect spells with the Armageddon ability. This spell deals maximum damage and has its radius multiplied by ten; this is like using Widen spell twenty times (apply standard D&D multipliers here). |
| Timmy00T11-21-07, 12:00 AM | Umm...Warmage mk II? |
| CryoSilver11-21-07, 12:36 AM | Yes, basically. My concept here was to create a wizard that could stand a mile away from combat and blow away hundreds of low-level enemies, but sacrifices access to high-level spells and protection in order to do so. |
| Jaxgaret11-21-07, 12:56 AM | 20th level Caster5/Blaster Mage10/War Wizard of Cormyr5 casting Fireball + Widen Spell + 4x Enhance Radius + Enhance Spell Area + Armageddon = 7040' radius (14160' diamater). That's about 6 square miles of affected area. Boom. :) |
| CryoSilver11-21-07, 01:00 AM | :evillaugh That's the idea, though I must ask, are you stacking multipliers the right way? |
| Jaxgaret11-21-07, 01:05 AM | :evillaugh That's the idea, though I must ask, are you stacking multipliers the right way? I don't know, am I? I just did Fireball (20' radius) + Enhance Spell Area (Doubles Widen Spell Effect) + Widen Spell from WWoC (40' radius) + 4x Enhanced Radius Widen Spell (640' radius) + Armageddon (640' +1000% = 640' x11 = 7040'). |
| FrostHammer11-21-07, 01:34 AM | Can we just rename this class the Nuke-Master? WAAAAAIT a minute! Holy crap, you can easily deal the most damage in the party. What if you combine Explosive Spell metamagic to that fireball? Anyone who fails the save inside the city will take an extra 704d6 damage! 0_0 |
| CryoSilver11-21-07, 01:37 AM | No, it'd be 20' + 5x Widen (120 foot radius) + Armageddon (120'+200') = 320 foot radius, using standard D&D multiplier math. I'll admit the +1000% thing was confusing. it should really read "decuple" |
| FrostHammer11-21-07, 01:38 AM | Ok, even with 320 ft radius, it's still an extra 32d6 damage, which is great. |
| CryoSilver11-21-07, 01:41 AM | Well, that's presuming you're playing FR and have access to War Wizard of Cormyr, which doubles the effectiveness of Widen Spell. Without that PrC, you're down to a 270 foot radius, casting an 8th level spell (your highest, because this class has half progression). If Explosive Spell bumps up by 2 levels (I think), you're down to a 250 foot radius. It is pretty great, isn't it? But it's a once-a-day trick, and how often do the PCs have to kill more than 5 or 6 monsters? They won't get any XP for killing villagers at this point, or anything under CR 12, at that. |
| CryoSilver11-23-07, 11:06 PM | So, other than Explosive Spell, any comments on the class? |
| calronmoonflower11-23-07, 11:43 PM | Armored Casting: A blaster mage suffers no arcane spell failure for wearing armor with which he is proficient. This one seems overpowered. Maybe have it light armor. Boost Power: A blaster mage using a damaging spell adds half his class level to his caster level to determine damage, range and other level based effects. This does not grant him access to higher level spells or slots. Perhaps have usable one per every two class levels per day. Blaster Magic: A blaster mage’s damaging spells now damage all of the equipment and gear of any creature that fails its saving throw (if applicable). :gah: Consider what happens if you are on the other side of this ability. This will destroy treasure that you could get and nerf player characters beyond recognition. Armageddon: Once per day, a blaster mage can enhance one of his damaging, area effect spells with the Armageddon ability. This spell deals maximum damage and has its radius increased by 1000%. Ouch. |
| CryoSilver11-23-07, 11:52 PM | Well, if the player is playing a wizard, he's sinking a feat into every type of new armor, and I believe a warmage would naturally become proficient in medium armor casting. Why nerf boost power? All it does is allow him to cast his main spells at normal power. Yes, Blaster Magic would really suck for a PC. But this is really more of an NPC class, as evidenced by the flavor text. And Armageddon... yes, it's very, very mean. But it's only usable once per day, and the blaster mage gave up 9th level spells to get it. |
| calronmoonflower11-24-07, 01:43 AM | Well, if the player is playing a wizard, he's sinking a feat into every type of new armor, and I believe a warmage would naturally become proficient in medium armor casting. One level in fighter or such a class and you can wear plate, that it if you can stand in it. Why nerf boost power? All it does is allow him to cast his main spells at normal power. It reduces the sacrifices that you get for taking the prestige class. Yes, Blaster Magic would really suck for a PC. But this is really more of an NPC class, as evidenced by the flavor text. :gah: One hit and the party's armors, shields, amulets, weapons, gloves, boots, belts, helms, cloaks, and rings go poof. Well weapons and shields are more likely to survive, but have you seen the hardness and hit points of other items. And Armageddon... yes, it's very, very mean. But it's only usable once per day, and the blaster mage gave up 9th level spells to get it. I'm not sure on the balance. Consider Delayed Blast Fireball 180 damage in a 40,000 foot radius spread, remember that you gave Widen Spell a +0 adjustment with this class. Add Sudden Empower and you would get 215 average out of it. Heck add Energy Substitution sonic or acid and it could cause a huge pit. What is the hardness and hit points of dirt? :thinks: Add Explosive Spell to a Fireball and it would cause up to an extra 400d6 damage. Add the Energy Substitution sonic or acid and you could destroy a city. Of course you could change Armageddon and Widen Spell can to stack, it would still kill a party in one shot and destroy all their gear. |
| ShadeSeraph11-24-07, 09:27 AM | 1. Armored Casting is not overpowered. A level of fighter, would, additionally, eliminate your ability to cast 8th level spells. The only way to gain proficiency with heavy armor would be through a level on Dragonslayer. and with a warmage you would be giving him only the feat Battle Caster. And at last, being able to cast spells in full armor is not overpowered. Why nerf boost power? All it does is allow him to cast his main spells at normal power. It reduces the sacrifices that you get for taking the prestige class. He is losing the access to 9th level spells. And you want to nerf the only thing this class does well? Came on. |
| CryoSilver11-24-07, 12:12 PM | One level in fighter or such a class and you can wear plate, that it if you can stand in it. As noted, even one level of fighter and the wizard loses access to 8thlevel spells too. Remember: half casting progression. It reduces the sacrifices that you get for taking the prestige class. This class specializes in damage dealing spells (a sub-optimal route for casters) and gives up two schools to get that power. I can't make it jive in my head that they'd be WORSE at dealing damage than a caster who doesn't take the class. One hit and the party's armors, shields, amulets, weapons, gloves, boots, belts, helms, cloaks, and rings go poof. If the party fails the save, as well as the equipment. I'm not sure on the balance. Consider Delayed Blast Fireball 180 damage in a 40,000 foot radius spread, remember that you gave Widen Spell a +0 adjustment with this class. Add Sudden Empower and you would get 215 average out of it. False. I gave it a +1 level adjustment. Of course you could change Armageddon and Widen Spell can to stack, it would still kill a party in one shot and destroy all their gear. At that point, any other wizard can cast Wail of the Banshee and the whole party dies. Or Power Word:Kill. Or Gate in a solar. Or Weird (see Wail of the Banshee). Perhaps Blaster Magic can be toned down. On a nat 1, a piece of gear takes damage. Maybe Blaster Magic can damage a single piece of gear on any failed save, rather than all gear. I'm not sure how to deal with Explosive Spell yet, because I hadn't thought about it. I am pondering a solution now. |
| calronmoonflower11-24-07, 02:37 PM | As noted, even one level of fighter and the wizard loses access to 8thlevel spells too. Remember: half casting progression. OK This class specializes in damage dealing spells (a sub-optimal route for casters) and gives up two schools to get that power. I can't make it jive in my head that they'd be WORSE at dealing damage than a caster who doesn't take the class. Try Practiced Spellcaster, you add it the order that benefits you the most so, you can get the caster level greater than your character level. 0.O If the party fails the save, as well as the equipment. Quite likely for the fighter and spellcaster types. They get low reflect saves in general. False. I gave it a +1 level adjustment. You right, I misread it. However you let it stack with it self. That at least should be nixed. At that point, any other wizard can cast Wail of the Banshee and the whole party dies. Or Power Word:Kill. Or Gate in a solar. Or Weird (see Wail of the Banshee). Perhaps Blaster Magic can be toned down. Ok, On a nat 1, a piece of gear takes damage. Maybe Blaster Magic can damage a single piece of gear on any failed save, rather than all gear. Blaster Magic: A blaster mage’s damaging spells now damage all of the equipment and gear of any creature that fails its saving throw (if applicable). You need to reword it. As is it effects it all. I'm not sure how to deal with Explosive Spell yet, because I hadn't thought about it. I am pondering a solution now. Yes, that combo is nasty. Consider the Fireball affects objects, so it also causes a huge crater. Also I didn't stack Widen Spell, so it can be made worse. |
| CryoSilver11-24-07, 02:40 PM | Stacking Widen Spell is going to stay. This PrC is designed for use on epic battlefields, not in caves. I will replace Bost Power with the Practiced Spellcaster feat. Also rewording Blaster Magic |
| calronmoonflower11-24-07, 03:49 PM | That looks allot better. An ideal though. In dungeons & dragons math multipliers are stacked instead of multiplied. The Widen Spell cheese comes into play real well with 1000% increase. Change that to X 100 and then with say 3 Widen spell meta-magic you would get 104 times the radius. That would also nerf the Explosive Spell affect. |
| CryoSilver11-24-07, 10:48 PM | Armageddon has been reworded to clarify how the multiplication works. |
| ShadeSeraph11-25-07, 07:37 AM | Stacking Widen Spell is going to stay. This PrC is designed for use on epic battlefields, not in caves. Yay for Arcane thesis and infinite radius fireballs!!! Or any other spell with area :P. Only one spell, thought. Widen Spell + Arcane Thesis + explosive Spell + Transdimensional Spell + this class + precipitate planar breach = multiverse destruction? One of those for me, thanks. |
| CryoSilver11-25-07, 11:11 AM | Where is arcane thesis from? |
| ShadeSeraph11-25-07, 12:11 PM | Player's Handbook 2. EDIT: basically, you add 2 to the caster level for a single spell, and only for that spell you reduce in one the level adjustment of metamagic feats, to a minimum of 0. Letting widen spell stack, and reducing it to a single level adjustment means that you can, for the spell you bought Arcane Thesis, have infinite radius. You could say that this ability can not be used in conjunction with any ability which decreases the level adjustment to 0. |
| CryoSilver11-25-07, 06:14 PM | Done |
| Axiomatic_vampire11-25-07, 09:04 PM | Battle Focus: A blaster mage loses access to one of the following schools: Abjuration, Divination, Enchantment, or Necromancy. At 6th level, he loses access to another. Someone finally deflowered Divination. Never thought I'd see the day. |
| CryoSilver11-25-07, 09:24 PM | Seriously, what the hell does this guy need Divination for anyways. DC -1 billion to see the ARMY in front of you. "The bad guys are that way." *boom* |
| Axiomatic_vampire11-25-07, 09:28 PM | I always thought never ever being able to give up divination was silly. Just never seen anyone do it before. Way to strike a blow for change! |
| zacnn12-21-07, 05:14 PM | Awe inspiring. |
| sigma99912-21-07, 06:03 PM | A statement for anyone claiming this excellent class is overpowered: Encounter between full-caster Wizard and (any caster) 5/Blaster Mage 10/WWoC 5 occurs. Round 1: Spells are cast. Duh. If Wizard wins, it's a save-or-die effect. Or two. Or three. Fail one save and you die. If Blaster wins, it's typed damage that the Wizard will probably have a counter for, or maybe even an Immediate action spell to prevent. Round 2: If Wizard went first, Blaster is probably dead. If Blaster went first, Wizard takes a gazillion damage UNLESS they happen to be immune to something rather common... like Fire. Oh.. yes.. you would pick Fireball, wouldn't you. If someone or something the Wizard cared about was damaged (say, a city?), they would just cast Wish and go back a round, then spam save-or-dies once more. Or just.. uh... Greater Teleport? Miles of damage at level 20 are nothing to balk at. I wouldn't even give it a ruminating "hmmph". Nice class. Ever consider making it into a 20-level replacement for Warmage? |