Divine Magician Optimization

Post/Author/DateTimePost
#1

Andarious-Rosethorn

Feb 07, 2013 14:59:08
So I recently really took the time to look at the Divine Magician Cleric ACF in Complete Mage. This is a really neat feature, and here's a synopsis of how it works.

Replaces one domain, with the ability to add one Wizard spell (specifically Wizard) of each spell level to your cleric list. The spell must be Abjuration, Divination or Necromancy school.

This feature's so cool. I'm trying to think of some of the best uses for it.

How about this, a challenge! We'll do this one at a time, using this ACF with its limitations all in tact, build the best Domain you can with the following restrictions.

The Custom Domain you're building shouldn't contain any Cleric spells, or spells easily gotten from another Domain, unless you're able to get the given spell at a lower level this way. The domain needs to fill a specific niche, we'll say to compliment a hypathetical Cleric challenge.

First domain I'll ask for is for a controller. You're looking to remove your opponents mobility or reduce their action economy. Go!

 
#2

Maat_Mons

Feb 07, 2013 16:58:06

Here's a take:



  1. Sunstroke (SaSt): fatigues target and deals nonlethal damage

  2. Scare

  3. Ray of Exhaustion

  4. Fear

  5. Spiritwall (SpC): creatures near one side of wall become frightened, creatures passing through wall take negative level and damage

  6. Fleshshiver (SpC): target stunned for 1 round then nauseated for 1d4+2 rounds

  7. Waves of Exhaustion

  8. Avascular Mass (SpC): reduce target to half HP, stun target, entangle all within 20 feet

  9. Magic Miasma (SpC): as solid fog, but hinders casting

#3

awaken_D_M_golem

Feb 13, 2013 15:52:15
This is more versatile = more powerful,
than the Customize Domain feat in Dr#325.

That pretty much opens a smaller subsection
of spells, to make a custom domain, like this.
The exception being Magic domain which
can get any Arcane up to 8s.  But still, I think
the advantage of 3 schools of 9s available
to choose from, is better.
#4

Omen_of_Peace

Mar 14, 2013 19:23:58
This is an interesting challenge, and Maat_Mons' answer is probably as good as it'll get. I've only investigated Divine Magician for low-to-mid-level characters (say, up to 5th level spells), and control is not where it shines AFAICT: it's great for utility, for some buffs, and for some niches (arcane necromancy, i.e. Ray of enfeeblement, Command undead, Enervation, ...).

Now, to contribute something regarding control: a niche inside controlling is controlling casters (or trying to, anyway). Why is it worthwhile? Because casters are often your worst enemies, of course. I'll list two spells contributing to that:
- Dispelling Screen (Wiz 4, SC): it has the peculiarity of breaking LoE, meaning the enemy caster's spells can't reach you. If they cross, they risk having a good number of buffs dispelled.
Of course, the reverse is true too. Better have an archer around to plink away at the foe.

- Refusal (Wiz 5, SC): this is geographical denial. It's based on a Will save, which would make it terrible against casters if not for the fact that the DC scales up with the power of the opponent. It's still not fantastic, but it has interesting tactical applications.

The "anti-caster" theme, if explored further, would veer towards dispelling/counterspelling rather than control for the most part, which is covered by my Compilation but is off-topic for this thread.