Wizard/Archmage build help
- doctorsimon4
- Posts: 80
- Joined: Sat Apr 04, 2015 9:04 am
Wizard/Archmage build help
Hello there,
so today I decided to roll a mage for a bit of fun after being inspired by someone else's character. What I would like from this build is to be a wizard who casts quite eccentric and impressive firespells. I would need to take some features to avoid hitting my allies but the rest is really up for grabs as to what is probably decent to take.
Race: Human
Background Wizard Apprentice
Diety Mystra
Stats:
Str 10
Dex 14
Con 14
Int 18
Wis 8
Cha 10
Features:
Skillfocus Spellcraft
Spellcasting Prodigy
so today I decided to roll a mage for a bit of fun after being inspired by someone else's character. What I would like from this build is to be a wizard who casts quite eccentric and impressive firespells. I would need to take some features to avoid hitting my allies but the rest is really up for grabs as to what is probably decent to take.
Race: Human
Background Wizard Apprentice
Diety Mystra
Stats:
Str 10
Dex 14
Con 14
Int 18
Wis 8
Cha 10
Features:
Skillfocus Spellcraft
Spellcasting Prodigy
- Moltrazahn
- Posts: 916
- Joined: Thu Jul 02, 2009 3:33 am
Re: Wizard/Archmage build help
For arch mage you'd need: spell focus: evocation (fireballs) and one more. Then skillfocus: spellcraft & skillfocus: consentraion. I also belive you need spellcraft and lore: 15 plus the ability to cast 7th level spells. That will allow you to take archmage and then master of shaping... making most of your aoe spell's not hurt allies no more.
For future fire-related stuff.. you could grap arcane fire. Then you can use spontanious conversion to make pretty much any spell into a fire spell.
At arch mage lv 8. Take mastery of elements. Then convert all elemental dmg. Spells into fire spells.
For future fire-related stuff.. you could grap arcane fire. Then you can use spontanious conversion to make pretty much any spell into a fire spell.
At arch mage lv 8. Take mastery of elements. Then convert all elemental dmg. Spells into fire spells.
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- doctorsimon4
- Posts: 80
- Joined: Sat Apr 04, 2015 9:04 am
Re: Wizard/Archmage build help
Sounds pretty awesome, would you mind throwing together a build on nwn2db? I am hopeless with that thing and just the whole nwn2 build system in general! XD
- Lockonnow
- Posts: 3106
- Joined: Fri Oct 15, 2010 12:10 pm
Re: Wizard/Archmage build help
how about some one tell us how many epic feat he will get if he will build after the rule 3 class from level 20
- doctorsimon4
- Posts: 80
- Joined: Sat Apr 04, 2015 9:04 am
Re: Wizard/Archmage build help
I am not really sure what you are referring to, could you please be a bit more clear? This could just be because I have very little knowledge on how leveling works and builds in general.
- Moltrazahn
- Posts: 916
- Joined: Thu Jul 02, 2009 3:33 am
Re: Wizard/Archmage build help
I can give you a lose template-build thats pure wizard & Archmage. You will still have room for 2 other classes in the build. However, you can only pick between: Arcane Scholar, Frost Mage, Pale Master, Red Wizard, Harper agent, Blood Magus or Sorcerer. These are the only classes (aside from wizard) that will allow you to cross-class with an Archmage.
In this link, I've simply put in Stormsinger as your archmage class. Given that the site dont have Archmage, and Stormsinger allows you to still have 100% spell-progression when you want to check your final Casterlevel. So a placeholder if you will.
Arch-mage requires you to cast 7th levels spells, with a Wizard that means around level 14. If you chose to mix in other classes, know that their spell-progression may affect when Arch-mage becomes avalible to you.
Linky!: http://nwn2db.com/build/?237230
The feats youd want as Archmage is as follows.
lv 14: No spell mastery feat.
lv 15: Mastery of shaping (AoE spells dont hurt party members)
lv 16: No spell mastery feat.
Lv 17: Arcane fire (You can now spontaniously convert any spell into dealing fire damage based on the rank of the spell.)
lv 18: No spell mastery feat.
lv 19: -Free choice-
lv 20: No spell mastery feat.
lv 21: Mastery of Elements (Turn any elemental energy into another. Eks: fireball into dealing acid dmg).
lv 22: No spell mastery feat.
lv 23: -Free choice-.
Now, you dont actually need to take lv 22 or 23, since you got full benefit from the others. However many chose to increase their spell-power through archmage. However, know that arch-mage feats/spellchange feats often cost spellslots. See more hereunder.
As for cross-classing... Here on the server we have a rule called the 3b20. This means that when you level... you need to have 3 levels in EVERY class you plan on taking for that character (ever) when you hit your 20th level (20th level can be the third level in a class).
Hope it helps!
I am no expert, but glad to help nevertheless!
ps. the build I've given only has what you need for archmage and your fire-obession.
Feel free to add the other 2 classes, skills, feats as you see fit. Just remember that Stormsinger gets more skills then archmage normally does, so calculate correctly!
In this link, I've simply put in Stormsinger as your archmage class. Given that the site dont have Archmage, and Stormsinger allows you to still have 100% spell-progression when you want to check your final Casterlevel. So a placeholder if you will.
Arch-mage requires you to cast 7th levels spells, with a Wizard that means around level 14. If you chose to mix in other classes, know that their spell-progression may affect when Arch-mage becomes avalible to you.
Linky!: http://nwn2db.com/build/?237230
The feats youd want as Archmage is as follows.
lv 14: No spell mastery feat.
lv 15: Mastery of shaping (AoE spells dont hurt party members)
lv 16: No spell mastery feat.
Lv 17: Arcane fire (You can now spontaniously convert any spell into dealing fire damage based on the rank of the spell.)
lv 18: No spell mastery feat.
lv 19: -Free choice-
lv 20: No spell mastery feat.
lv 21: Mastery of Elements (Turn any elemental energy into another. Eks: fireball into dealing acid dmg).
lv 22: No spell mastery feat.
lv 23: -Free choice-.
Now, you dont actually need to take lv 22 or 23, since you got full benefit from the others. However many chose to increase their spell-power through archmage. However, know that arch-mage feats/spellchange feats often cost spellslots. See more hereunder.
Hidden: show
Hope it helps!
I am no expert, but glad to help nevertheless!
ps. the build I've given only has what you need for archmage and your fire-obession.
Za'than Za'amal(Elsewhere!)
Thumbler Trunk-son(Also Elsewhere!)
Inanis Umbra(Active)
Molag'ur(He stink!)
Myhun Kren: "You should change Za'thans mask to green, and run around yelling "Somebody STOP ME!"
"You are a spastic pony" - HDM Arrakeen
Thumbler Trunk-son(Also Elsewhere!)
Inanis Umbra(Active)
Molag'ur(He stink!)
Myhun Kren: "You should change Za'thans mask to green, and run around yelling "Somebody STOP ME!"
"You are a spastic pony" - HDM Arrakeen
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chad878262
- QC Coordinator
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Re: Wizard/Archmage build help
consider taking Arcane Scholar as well and getting some meta-magic feats to further enhance your blaster experience. Empowered and Maximized spells as well as Quicken spells costing 1 level less for use will make your spell book extremely flexible and allow you to really increase your blast damage. (does metamagic work with mastery of shaping or no??)
Aracane Scholar works better with Sorceror of course, but is still beneficial for you I think.
Aracane Scholar works better with Sorceror of course, but is still beneficial for you I think.
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- doctorsimon4
- Posts: 80
- Joined: Sat Apr 04, 2015 9:04 am
Re: Wizard/Archmage build help
That is a great suggestion and I remember a player mentioning it to me before, how many levels of it would you suggest taking as well as other features.
How about something like Wizard(12) Arcane Scholar (10) Archmage (8)?
How about something like Wizard(12) Arcane Scholar (10) Archmage (8)?
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chad878262
- QC Coordinator
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Re: Wizard/Archmage build help
Either 7 or the full 10. Otherwise if you go full wizard, only taking four levels of archmage you gain three epic feats at wizard levels 23, 25, 16. Not to mention a feat at wizard 20 will also be an epic. W26/AM4 would allow you to get mastery of shaping and one other ability while getting 5 wizard feats and 2 epic feats. However more AM levels allows you to take spell power increases which can increase CL at 32. This is as good as two epic intelligence increases. It's a give/take and best to think about what you want most. Highest dc blaster is probably W24/AM6 with mastery of shaping Sp2. However going AM8 allows you to take another AM ability to convert spells to other elements...AM10 could let you also take wizard fire which certainly fits the RP.
NOT TRYING TO CONFUSE YOU! Just showing there are so many ways to build. AS 7 gets you improved maximize, 10 gets you improved quicken making those meta magic cost 1 spell level less than they otherwise would.
Personally I would probably go W15/AM8/AS7, but that's off the top of my head as I'm at Heathrow airport and can't use the builder on my cell.
NOT TRYING TO CONFUSE YOU! Just showing there are so many ways to build. AS 7 gets you improved maximize, 10 gets you improved quicken making those meta magic cost 1 spell level less than they otherwise would.
Personally I would probably go W15/AM8/AS7, but that's off the top of my head as I'm at Heathrow airport and can't use the builder on my cell.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE
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A Wand Crafter's guide to using wands
- doctorsimon4
- Posts: 80
- Joined: Sat Apr 04, 2015 9:04 am
Re: Wizard/Archmage build help
W15/AM8/AS7
seems like the best way to go, what other features would you suggest taking along with the ones needed to get to these classes and the ones I require/want from AM.
seems like the best way to go, what other features would you suggest taking along with the ones needed to get to these classes and the ones I require/want from AM.
- Deathgrowl
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Re: Wizard/Archmage build help
Wizard10/asoc10/archmage10 is perfectly viable. I'd go necromancy as spell focus (and either enhancement or illusion as secondary focus*) myself. The server is set up in such a way that playing a wizard with focus on damage spells is generally a bad idea. Save vs lose spells are much better.
*That said, though, I am playing a wiz16/asoc10/archmage4 with necromancy greater and evocation normal focus, but those two in combination made more sense for the RP I wanted to go.
*That said, though, I am playing a wiz16/asoc10/archmage4 with necromancy greater and evocation normal focus, but those two in combination made more sense for the RP I wanted to go.
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chad878262
- QC Coordinator
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Re: Wizard/Archmage build help
DG is correct, but since you asked about evocation that's the route my suggestion took. Plus if you'll not be soloing you will be just fine.
Personally I would take the following AM abilities:
-party friendly spells
-spell power 1 and 2
-convert spells or wizard fire. Wizard fire is nice for less experience because you can always have it available without rest. With more experience the conversion is nice since you can make ice/acid/electric spells in to fire...likewise if you gave fire immune enemies you can still hit them with a fire ball converted to something else. This makes your blaster a bit more flexible (fire immunity is fairly common)
Outside of the needed feats for arch mage and arcane scholar I'd try to get greater or even epic focus in evocation to fit the rp and not lose half damage from saves...most of your pre epic feats will be taken up with pre requisites, but extend spell is beneficial for any caster. Otherwise I'd need the builder to see if/how many feats are available. Than it's just a matter of maxing INT and remember if you gimp STR too much you won't be able to loot at all (maybe not an issue, but something to keep in mind if you find that full plate +4, and it makes you go from fine to so over loaded you can't move, even with bulls STR...
Personally I would take the following AM abilities:
-party friendly spells
-spell power 1 and 2
-convert spells or wizard fire. Wizard fire is nice for less experience because you can always have it available without rest. With more experience the conversion is nice since you can make ice/acid/electric spells in to fire...likewise if you gave fire immune enemies you can still hit them with a fire ball converted to something else. This makes your blaster a bit more flexible (fire immunity is fairly common)
Outside of the needed feats for arch mage and arcane scholar I'd try to get greater or even epic focus in evocation to fit the rp and not lose half damage from saves...most of your pre epic feats will be taken up with pre requisites, but extend spell is beneficial for any caster. Otherwise I'd need the builder to see if/how many feats are available. Than it's just a matter of maxing INT and remember if you gimp STR too much you won't be able to loot at all (maybe not an issue, but something to keep in mind if you find that full plate +4, and it makes you go from fine to so over loaded you can't move, even with bulls STR...
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
- Lockonnow
- Posts: 3106
- Joined: Fri Oct 15, 2010 12:10 pm
Re: Wizard/Archmage build help
convert spells you need dex and lots slots spell
- doctorsimon4
- Posts: 80
- Joined: Sat Apr 04, 2015 9:04 am
Re: Wizard/Archmage build help
is the custom fiery burst feature worth picking up?
sounds pretty good and fitting to the character.. i mean an -inf- number of spells? Yes please.As long as you’ve a fire spell of 2nd level or higher available for casting, you can create a small fireball dealing D6 fire DMG per spell level of the highest memorized fire spell an infinite amount of times per day. Reflex for half DMG. Fire spells: Deadly Lahar, Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Lesser Energized Shield, Energized Shield, Flame of Faith, Orb of Fire, Heartfire.
Last edited by doctorsimon4 on Sat Mar 05, 2016 9:42 pm, edited 1 time in total.