Wizards - Feedback Welcomed

The Geoff/Sterich campaign.
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T1Mirage
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Wizards - Feedback Welcomed

Post by T1Mirage »

I've been thinking about the design for the wizard and perhaps as a tactical wizard.

I am going to pick some damage dealing spells and since most of them would be energy based - I would take the feat for Energy Substitution which is the same cost of the spell (e.g., fireball with the cold descriptor is still a 3rd level spell). As well, I will keep a haste and stoneskin on hand to help the fighter - but I am thinking the character will not be much of one to buff the party, we can use the cleric(s) to do that.

I would like to have more of a focus and approach on combat for spells that primarily weaken/hinder opponents or simply cause more damage in the end. For this I am considering spells such as Mind Fog (5th level save vs. will or -10 to will saves), the wizard would then cast spells such as: slow, glitterdust (blindness), energy vulnerability (50% more damage from 1 type of energy), etc. that all take advantage of a bad will save.

Basically, in two rounds, the wizard should be able to cast energy vulnerability (Will - DC 20) and the following round drop a max fireball (DC 20) for 60 pts for the max + 30 pts for energy vulnerability + __ damage for being a frost giant (uncertain if it would be another 90 or 60).

I really like the Mind Fog. That will allow for a lot of the 'enchantment' spells to work (e.g., hold, charm, etc).

Any advice on:
1. If this would fit in well with the party from combat style / alignment (blinding opponents so we can beat them down may not be lawful good in nature - a knight would not approve).
2. Is the design workable?
3. Additional spell combinations to enhance the character?
4. Recommended magic items or feats (so far - sudden maximize and energy substitution)
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T1Mirage
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Post by T1Mirage »

Perhaps better said...

In terms of strategy and similar to Magic, I am thinking along the lines of blue/black.

I would rather run the player out of cards, destroy their lands (or use psychic venom), or deny the opponent the permission to do something while the party destroys them over dealing direct damage. I guess more of neutralize, weaken, or set-up the opponent for a fall.

I know to do this it will have to be quick and flexible - otherwise the party will get trounced while I am prepping. I can work on the tactics during the week - e.g., this tactic is for those with bad reflexes, this tactic is for those with bad will saves, etc.

Any advice is welcomed.
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erilar
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Post by erilar »

George - I think this is a great, fresh approach to running a wizard. Instead of specializing in pure Evocation, which is by far the norm, you've got a neat idea here.

It doesn't hurt that my best Magic decks were blue/black. I played quite a bit of land destruction (which was ultra-fristrating to opponents and not a good choice for friendly games, but highly effective), and my absolute best deck ever was a nasty hand destruction style.

I do think that alignments might come into play, and I'm not familiar with the Westmarks chars, so can't comment there. There is certainly a "the only fair fight is the one you win" facet that might rankle some. It sounds similar to the warfare style adopted by oppressed feudal Japanese peasants (those later known as ninja): When one's family, friends, or comrades lives are at stake, honor in combat has no meaning - do whatever is necessary to win. The paladins in the group will get nosebleeds just discussing it, though. :) And then there's Bob's Tritherionites...

Anyway, I was thinking while reading your post that a combo of your will save debuff, with some of the more effective restraint-type spells (hold, charm, etc.), would be killer. It gives you an extra round to get the energy vulnerability debuff up before toasting them to a nice golden brown. :)
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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Jonkga
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Post by Jonkga »

I'd have to second Lance's comment that your concept for the wizard is certainly a fresh one for the group. Mostly, we've had big damage dealing nukers, or specialists in other areas (Sven's earth elemental focus, for example). Sure, Malphas went all mindbender-y, but that was later on.

So, I think you should go with the concept. And, if I recall, most of the really goody-goody types were in the Dark City campaign. So, while there might be some inter-party dialog after the fight about spell choices, I think ultimately your wizard would be accepted.
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EvilGenius
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Post by EvilGenius »

George, I like this idea a lot also. Since I am not currently playing a paladin or "die free" trithereonite, I see it as being okay, morally. (Although I WAS looking at the Knight Protector prestige class .... :) )

I think morally, it's pretty safe. It's one thing if you're using such tactics against lower level opponents whom you easily outclass, like a few orcs, and a completely different thing if you're using these tactics against vicious and deadly giants.

After all, the giants invaded these lands, killing countless civilians and wreaking untold mahem upon an unsuspecting populace. That sort of frees up the normal moral restraints. :)


And the tactics you're talking about are exactly the sort of tactics I really enjoy using when we play Heroclix. A lot of Outwit, Incapacitate and powers that neutralize your opponent's most effective pieces. The guys hate it when I Outwit all of their cool abilities. :)
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erilar
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Post by erilar »

Yes, and Bob's Outwit-heavy 'Clix teams are just as annoying to play against as my hand destruction decks were in Magic...
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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