| Post/Author/DateTime | Post |
|---|---|
| #1VeritatisApr 08, 2008 17:57:09 | Here´s a challenge, guys. I´m pretending to play a sorcerer (yes, a sorcerer), focused on ice spells (water ones included also). Any suggestions? Thinking in advance, ideas for a wizard with the same theme will be taken into consideration. Thanks ! ! ! |
| #2hyfighApr 08, 2008 17:59:44 | WTF, over? Posting guidelines my friend. We need some effort from you. Not to mention books, levels, stats, etc... |
| #3VeritatisApr 08, 2008 18:08:13 | Oh, well... I´m thinking in the Frostmage prestige class and Snowcasting feat from Frostburn, and proposing my DM to a variant prestige about the Sand Shaper (Snow Shaper), changing everything sand into, well, snow, obviously. We´re starting in 8th, but I´d preciate 20-level progression. But I wanted something... unexpected. Spell Thematics (Snowflakes) is a must :D |
| #4indeterminateApr 08, 2008 18:10:18 | How about an uttercold assault necromancer? It's in one of the necromancer guides hanging around. |
| #5nanshorkApr 08, 2008 19:05:40 | There was a thread about this really recently.....ahh, hereit is. By the way, why are you pretending to play a sorcerer? Why not just play a sorcerer? |
| #6lostpassworddoesnotworkApr 08, 2008 19:21:17 | There is a spell in the SpC called Cold Snap, it is cleric/druid only. Takes one minute to cast (rapid spell anyone?), lasts 2d4 hours, and effects a 1 mile area. Its effect? It lowers the temperature 5 degrees per caster level and adds +1 damage per die with cold spells. Pop that thing off and all your cold damage spells deal +3 damage per die and have +1 to caster level via frozen metamagic & snowcasting. Scorching Ray (via energy sub) goes from dealing 42 to 54 on average. Orb of Cold goes from dealing 52 to 97 on average. See if a Wizard 3 / Druid 3 / Arcane Heiroplant 10 / Frost Mage 4 style build is to your liking. |
| #7sinfire_titanApr 08, 2008 22:22:49 | There is a spell in the SpC called Cold Snap, it is cleric/druid only. Takes one minute to cast (rapid spell anyone?), lasts 2d4 hours, and effects a 1 mile area. Its effect? It lowers the temperature 5 degrees per caster level and adds +1 damage per die with cold spells. Pop that thing off and all your cold damage spells deal +3 damage per die and have +1 to caster level via frozen metamagic & snowcasting. You are short on BAB for AH. Unless Frost Mage comes first, you can't enter AH. Also, Wiz 1/Druid 4(5)/AH 10/Frost Mage 3(2) is more optimal. |
| #8wihApr 08, 2008 22:31:47 | Changeling Wizard/Recaster will let you pick up Cold Snap, while still being a Wizard, and it'll let you have a "Spontaneous" feel to your casting that Wizards lack. Signiature Spell + Spell Mastery will let you choose a spell (or more) to cast Spontaneously, but it's not the most optimal choice. Mage of the Arcane Order will let you also do something similar. |
| #9lostpassworddoesnotworkApr 09, 2008 16:54:15 | Also, Wiz 1/Druid 4(5)/AH 10/Frost Mage 3(2) is more optimal. You need the ability to cast 2nd level arcane spells, wizard 1 can not pull it off. Wizard 3 / Druid 5(7) / Frost Mage 2(0) / Arcane Heiroplant 10 would trade off 9th level spells (shapechange anyone?) for the ability to change into a 15HD animal or be to druid based for the OPers wizard preference. Wizard 5 / Recaster 5 / Frost Mage 4 / Anything 1 Sounds pretty cool though. ;) Edit - To add to what Wih said on Spontaneous casting. How you make your wizard a spontaneous caster |
| #10sinfire_titanApr 09, 2008 17:02:22 | You need the ability to cast 2nd level arcane spells, wizard 1 can not pull it off. Wizard 3 / Druid 5(7) / Frost Mage 2(0) / Arcane Heiroplant 10 would trade off 9th level spells (shapechange anyone?) for the ability to change into a 15HD animal or be to druid based for the OPers wizard preference. You are forgetting Focused Specialist+Precocious Apprentice tricks. |
| #11lostpassworddoesnotworkApr 09, 2008 18:01:35 | You are forgetting Focused Specialist+Precocious Apprentice tricks. I am not forgetting anything. The feat gives up that so called abilty to cast 2nd level spells and becomes a spell slot the moment you can cast 2nd level spells. If I even remotely thought supporters had a valid point saying it grants the ability to cast 2nd level spells, the feats second part kicks in and removes that ability only to retrigger again to grant it. It is at best a loop that you cannot gain anything out of until you end it. I am a firm believer the feat does not give you the ability to cast spells (this is OP, not TO). Nor do I suggest cheese based on word play that ignores other text. |
| #12sinfire_titanApr 09, 2008 18:08:37 | I am not forgetting anything. It does work the way I say. How do you get the infinite loop when the feat only grants a single slot, which is promptly consumed? |
| #13lostpassworddoesnotworkApr 09, 2008 18:20:18 | Because having a spell slot don't mean anything. |
| #14indeterminateApr 09, 2008 18:22:42 | Because having a spell slot don't mean anything. Did you miss the Focused Specialist part? Where you give up the 2nd level slot for 2 slots to fill with spells from your specialist school? Or were you arguing against that as well? |
| #15lostpassworddoesnotworkApr 09, 2008 20:08:40 | Did you miss the Focused Specialist part? Where you give up the 2nd level slot for 2 slots to fill with spells from your specialist school? Or were you arguing against that as well? Did you miss Focused Specialist says that you can cast instead of just having a spell slot? Or were you arguing against that as well? Again. When you become able to cast 2nd-level spells, you lose the benefit described above but A. In the first part, supporters claim it grants the ability to cast a 2nd level spell. B. In the second part which triggers when you can cast 2nd level spells, the first part's benefit is dropped and the feat only gives a spell slot. (following the supporter's view) A will trigger B, which means there is no A. Since A is no longer triggering B's effect, B ends, which allows A to trigger. Repeat. Pick a combo that does work without ignoring an entire paragraph to do so, like Versatile Spellcaster & Mother Cyst or something. At least you'll pass your self off as knowing something instead of some guy willing to resort to a controverseral trick based on not reading the entire text entry whenever someone else points out their so called build is not even legal. *** Is there any dual type acid/cold spells? Acid Sheath gives +1 damage per die and would be handy with a Cold Snap/Frozen Metamagic combo. |
| #16sinfire_titanApr 09, 2008 20:33:39 | Did you miss Focused Specialist says that you can cast instead of just having a spell slot? Or were you arguing against that as well? Have you ever even read my findings on this? Search for "Arcane Hierophant Broken" and take a look at my TO repost of it. I detail exactly how the trick works. And it doesn't trigger every second. PA only kicks in at the start of the day, when you get your spells/day. FS does this same. You can choose which one resolves first, PA or FS. If PA creates the slot first, then it does nothing else until you cast that spell for the day (and even then it does nothing but force a CL check due to you using that slot). FS checks to see if you have a spell/day of each level you can cast, sees one in the 2nd level and eats it alive. PA doesn't trigger right then and there, as it won't trigger unless that specific spell is cast from that specific slot. FS then grants two slots, which you can cast normally, but you can prepare any of your specialty school's spells in those slots. Also, when you do cast them, PA checks to see if the slot used is the one it granted. It notices that it isn't and does nothing else (no CL check required). It is a simple loophole that results in 2nd level spells on a 1st level Wizard. Finally, when you hit Druid 3 and prepare your spells/day for it, PA checks to see if it has the 2nd level slot (this would be when it switches sides permanently), sees none there, and does nothing else. It thens functions as normal, because the spell slot never migrates to Druid. The trick is legal, and is acceptable (provided you don't hit them with it right off the bat, as 1st level Wizards flinging around Glitterdust is pretty mean) and has even been used here on the CO boards by two people playing AHs. |
| #17lostpassworddoesnotworkApr 10, 2008 0:00:51 | Your trick seems to be based off the spell slot rather than saying PA can be used to grant access to 2nd level spells. I'll have to hit your thread up at some point. I do have a correction to what I said before though. It's not Frozen Magic that gives +2 damage per die, it is Cold Spell Specialization. >.> My bad. *** Necropoliton Changling (are undead immune to daze?) 1: Wizard 1 - Snowcasting 2: Wizard 2 3: Wizard 3 - Frozen Metamagic 4: Wizard 4 5: Wizard 5 - Energy Sub (electricity) 6: Frost Mage 1 - Cold Spell Specialization 7: Frost Mage 2 8: Frost Mage 3 9: Frost Mage 4 - Piercing Cold, Born of Three Thunders 10: Recaster 1 11: Recaster 2 - Pick up Cold Snap as a durid spell. 12: Stormcaster 1 - Any (Rapid Spell?) 13: Stormcaster 2 14: Stormcaster 3 15: Stormcaster 4 - Any 16: Recaster 3 17: Recaster 4 18: Recaster 5 - Any 19: Frost Mage 5 20: Frost Mage 6 Via Cold Snap we assume the area's temperature is -20 degrees. Since both Cold Snap & Cold Spell Specialization pay attention to the energy descriptor in the spell instead of damage type, we use Snowcasting to attach the cold descriptor to a born of three thunders orb of electricity. It deals 15d6+45 (electricity/sonic) + 15 (sonic) (112 avg) damage, then the target has to make a few saves. Fort vs Entangle (orb). <- can reduce their reflex save too Fort vs Stunning (bott). Reflex vs Knocked Prone (bott). Fort vs Stunning (again) (thunderbolt). 112 damage and four saves on a ranged touch attack spell that ignores SR for a fourth level spell slot (and maybe being dazed >.>). For larger groups, blast them with a snowcast born of three thunders chain lightning for 20d6+60+20 (150/75 avg) while forcing four saves on everyone you hate. Edit - I forgot to comment on the recaster's 5/day free empower spell for 225 damage with chain lightning... |
| #18d3f4ultApr 10, 2008 14:52:54 | You can see my build here: http://forums.gleemax.com/showpost.php?p=15492651&postcount=8 Btw, undead can get dazed. They are not immune to it. It just so happens that a lot of effects that caused the dazing require a fort save or a mind affecting ability which they are immune to both. But the effect of Daze after casting Celerity for example will make an undead daze. Also, do you really need cold snap? Shouldn't Control Temperature works? Just a thought but I might be missing something. Edit: Oh with Eschew Materials, and how the DM sees the feat, Snowcasting is basically applied to all your spells cast since it is an additional material component which does not have a gp cost. |
| #19lostpassworddoesnotworkApr 10, 2008 18:46:53 | Also, do you really need cold snap? Shouldn't Control Temperature works? Just a thought but I might be missing something. Unlike Control Temperature, Cold Snap adds +1 damage per die to spells with the cold descriptor. With Cold Snap's +1, Cold Spell Specialization's +2, and Thunderbolt's +1 that is a total of +4 per die on all snowcast spells that deal electricity damage (with a free save vs stun on them too). Of course Cold Snap / CSS works on any damaging spell so you are not entirely forced to use electricity. Snowcast Disintegrate deals 40d6+120, each snowcast Magic Missile you fire deals 1d4+4 and so on. |