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I'm looking at the Archmage ability called Flexible School:
You must have the arcane school class feature to select this ability. You can choose this ability up to three times, each time selecting another arcane school other than your own." However, the arcane school feature in the wizard class mentions that for each school, they take a number of powers, and additional spell slots: "Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot." Does this mean that archmages can get 2 spell slots for each spellcasting level, and does that mean that they must choose two more opposition schools? My gut feeling says no, but I wanted to make sure. ![]()
avr wrote: At what level? To a single target, or to an area, or what? Ideally, up to level 20, and to an area, but if single target deals a lot more damage, then go for it. Hopefully you'd be working alone, blasting off an evocation spell like Hyper Fireball or Ray of Heck your HP, but if a summon can just dwarf anything the wizard can do by themselves, then be sure to mention it. Anything other than 3rd party is allowed.However, a sort of level by level guide would be great, treat it as if you were going on a long campaign to become the best archmage. ![]()
As said above, I'm looking for the most damage a wizard can do within a single round. Metamagics, mythic spells, etc, how can one optimize to be an incredible blaster caster?
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EldonGuyre wrote:
Steady damage may be more necessary, and I've got plenty of scrolls for situational but useful spells. The shapeshifter requires me to sacrifice a little bit of Int to get a decent strength score to do damage in the end (50-60 from 6 natural attacks), although again, I could just provide damage with focusing on summons.![]()
avr wrote: Do you have any idea what others are planning? If there's three people planning to make melee beasts, a wizard is unlikely to have a lot of moments to shine as a shapeshifter. The other three players are a sort of gish magus build, a hit sponge fighter, and a psychic class that focuses on enchantment, with some tricks to get past the immunities. However, I'm not sure if the magus has 'clicked' in yet, with a very low to hit modifier, so we might need another way to bring damage to the table.![]()
I am talking about three things: The classic wizard, the Spell Sage archetype, and the Shapeshifting Mastery Path from the Archmage. I want to know which would be the best 'path' to go down for a campaign with Mythic Heroes.
The classic wizard is the first option. Can't really go wrong, you have a solution for most, if not all problems, and can pull perfect solutions out of a hat with Wild Arcana. The Spell Sage suffers early on from more limited spell slots and resources (although it's more bearable with Wild Arcana), but makes up for it down the line with unparalleled versatility, having access to the cleric, bard, and druid spells (useful especially in a party that potentially lacks divine casters). Lastly, the Shapeshifting Mastery path allows the wizard to fully use polymorph spells at their full potential, with full BAB and multiple natural attacks and such, but requires an investment in more 'fighter based' things like stats and feats to reach that potential. I've been having trouble deciding which of these three options to utilize.
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