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Unearthed Arcana present Tome & Blood: more options for arcane casters


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18 hours ago, Endarire said:

@subtledoctor
How plausible is an Ultimate Magus in the Infinity Engine?  (The UM would be a Wizard/Sorcerer multiclass with separate spell slots for prepared and spontaneous casting from the same list.)

Very very theoretically, you could have a version of TnB's multiclass sorcerer or Mana Sorcerer, which keeps the normal memorization slots of a mage.  That would sort of be a mage/sorcerer.  But, there would be some serious limitations: first, both sets of casting slots, the normal ones and the spontaneous ones, would be linked to the same set of spells, so it would still need to learn spells like a sorcerer - you couldn't have a separate set of spells that you learn from scrolls. So your known spells would still be very limited; you would just have a bunch of extra spell slots, some of which  would require traditional memorization.

I don't really see the point of that.  Most fights in these games only last 5 or 10 rounds.  And you can only cast spells once per round.  Increasing your spell slots from 20 to 40, or something, therefore wouldn't really give you any advantage.  The major advantage of cleric/mages is in the huge variety of spells they can cast.  This hypothetical kit could cast a ton of spells, but could only know a very small number.  That's not very interesting.

And to double the length it takes to level up, on the already-slow mage XP table, for that?  It would end up being a very weak class, in addition to being uninteresting. 

Far better than that, would probably be to play a cleric/mage with Faiths & Powers, and choose to cast your cleric spells spontaneously.  You would have proper scroll-based spell learning on the mage side, for a large variety of spells; and on the cleric side, you could choose a deity with spheres that contain the spells you would like to learn, that would complement your mage spells.  If you want to have arcane flavor on both sides, you could choose a deity like Mystra or Oghma or something. You would have a good set of spells to cast spontaneously, and a broad variety of spells overall, and tons of casting slots.

...

I don't know much about the crafting component, I believe that is @Grammarsalad's thing.  It hasn't been touched in a long time; last I heard he was planning to revamp it and create a broader crafting mod.  But, you know about plans...

Edited by subtledoctor
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Guest guest

So...
I want to play some new kits but I feel like this mod and Might and guile stray from vanilla.

Especially because it seems you're supposed to actually install the whole pack to have your "coherent" vision. So now the question is the following: I'm going to install Might and guile and Tome of Blood (I Think I'm not missing any mod from you).

Which kit do you recommend trying from your bunch? Sell me one please... because the whole spheres system feel a bit contrived. I read about some sort of dual class sorcerer, but I don't understand if I understood wrong. 

Or the magus (?)

 

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Guest guest

So...
I want to play some new kits but I feel like this mod and Might and guile stray from vanilla.

Especially because it seems you're supposed to actually install the whole pack to have your "coherent" vision. So now the question is the following: I'm going to install Might and guile and Tome of Blood (I Think I'm not missing any mod from you).

Which kit do you recommend trying from your bunch? Sell me one please... because the whole spheres system feel a bit contrived. I read about some sort of dual class sorcerer, but I don't understand if I understood wrong. 

Or the magus (?)

 

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4 minutes ago, Guest guest said:

it seems you're supposed to actually install the whole pack to have your "coherent" vision

Not true!  There are different visions for different classes and mechanics, largely visualized by different people.  Take one or the other, it doesn't really matter.  You can use the sorcerer kits from here without ever touching the spell tweaks or specialist revisions.

5 minutes ago, Guest guest said:

but I feel like this mod and Might and guile stray from vanilla

In some ways very much so, yes.  That is by design. ;)

6 minutes ago, Guest guest said:

the whole spheres system feel a bit contrived

That's from Pen & Paper D&D, so my sole defense is: I am not the one who contrived it!

9 minutes ago, Guest guest said:

Which kit do you recommend trying from your bunch?

Totally depends on what you want to play.  The most pure fun, for my money, would be an MnG bard.  But not the most powerful.  If you like playing sorcerers, you might like playing a multiclass sorcerer.  If you like the idea of the Dragon Disciple, you might like one of the several varieties in this mod.  Only you can know what you want...

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I don't know.  I suppose maybe a fighter/sorcerer, insofar as sorcerers and fighter/mages are some of the most powerful classes in the base game and the fighter/sorcerer combines them.  But a vanilla sorcerer, Inquisitor, kensai>mage, etc. will all be stronger than anything I have made.  I make kits for increased interest, variety, and fun-factor... not power.

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6 hours ago, Guest heya said:

You made fighter sorcerer possible? Interesting

Yup.  :7up:  And thief/sorcerer and cleric/sorcerer.  Creating class combinations not offered by the engine has been something of a hobby of mine.  Over in Faiths & Powers there are a ranger/druid, thief/druid, and mage/druid, as well as a barbarian/shaman, ranger/shaman, thief/shaman, and mage/shaman.  Even a monk/shaman, though that one also requires the Monastic Orders mod.  (The Shaman ones require that mod's sphere system... I think.)

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