Incantatrix


Advice


Is this Prestige Class too powerful compared to the new ones?


It was one of the more easily abused prestige class of 3.X.

We managed to have it not break the game but it was:

1) Blasting Sorcerer

2) Polite Player

3) Epic Play - so, yeah

In hindight, I do not suggest its use.


Probably considering that part of pathfinder was to "tune" the balance between prestige classes and base classes.

I would judge thusly: If I allowed this one class in with all the OGC content with pathfinder right now, would it be "too good to pass up?"


Nicolas Melchior wrote:


Is this Prestige Class too powerful compared to the new ones?

Hahahahaha!

Yes, it's way way overpowered.

Don't even consider letting it in unless you are totally prepared for complete and total caster domination.


Its a good prestige class, but the part about using spellcraft checks to apply metamagics to other spells can be abused.

Just don't allow items that add to spellcraft be used with the class features, also note that the errata of the class doesn't allow you to use the spontaneous metamagic class feature, so that you can cast a spell higher than the higher level you can normally cast.

If you do these I think its workable.


The two versions (3.0 & 3.5) were too good to ignore unless there was a very specific idea with tailored PrC. Now, base classes are a lot better.

The price to pay to become an Incantatrix is: another opp school, (divination cannot be one of them), no favored class bonus, worse saves and the prerequisites: Iron Will and a metamagic feat.

This means that a specialist wizard (almost always a better choice) would have three opp shools (neither abjuration nor divination). This is already a price to pay, but the new elemental arcane schools compensate that a bit.


The fact that banned schools are not so hardwired really hurts the cause of letting it in though.


Abilities that manipulate the cost of metamagic where never a particularly good idea to include in 3.x and it's one of the things that I dislike being incorporated into Pathfinder.

Casters that can routinely cast combinations of quicken, maximized, twinned, or empowered spells throughout the day without needing higher spell slots or a significant investment in metamagic rods significantly increase the power level of casters. The pre-requisites in order to get into the PrC really don't provide that much of a limitation on the power level of the incantrix.

Like others have said under very controlled situations it might be okay but for the most part it tends to create bad situations.


Even I ban Incantrix. It's that strong. I ban very little, other than obvious winners like Shapechange and Celerity.

Grand Lodge

CoDzilla wrote:
Even I ban Incantrix. It's that strong. I ban very little, other than obvious winners like Shapechange and Celerity.

Hey I let all those in...wonder what that says about my games....


But the manipulation of metamagic is part of the game. First that is one of the advantages of being a universalist wizard (from 1 to 7 free levels of metamagic feats). Then, there are feats like Spell Perfection or many of the Magus Arcana.

It is a powerful PrC (I think that it is more useful for Sorcerers - specially the Arcane Bloodline - if they use movement spells and/or have an intelligent mount that moves for them), but unless you rely a lot on wands, the really nasty abilities are not acquired until level 12 (and at that level the universalist has still some advantage). The real problem is level 15, when the character becomes a metamagic god. The good part is that my group does not use old feats (including twin spell and sudden metamagic).


Nicolas Melchior wrote:


But the manipulation of metamagic is part of the game. First that is one of the advantages of being a universalist wizard (from 1 to 7 free levels of metamagic feats). Then, there are feats like Spell Perfection or many of the Magus Arcana.

It is a powerful PrC (I think that it is more useful for Sorcerers - specially the Arcane Bloodline - if they use movement spells and/or have an intelligent mount that moves for them), but unless you rely a lot on wands, the really nasty abilities are not acquired until level 12 (and at that level the universalist has still some advantage). The real problem is level 15, when the character becomes a metamagic god. The good part is that my group does not use old feats (including twin spell and sudden metamagic).

A universalist can't go higher than the highest spell level he can normally cast.

The real problem is level 7 and 8 where you get copperative metamagic and metamagic effect. You just need a magic item with a bonus to spellcraft and you are set.


John John wrote:
Nicolas Melchior wrote:


But the manipulation of metamagic is part of the game. First that is one of the advantages of being a universalist wizard (from 1 to 7 free levels of metamagic feats). Then, there are feats like Spell Perfection or many of the Magus Arcana.

It is a powerful PrC (I think that it is more useful for Sorcerers - specially the Arcane Bloodline - if they use movement spells and/or have an intelligent mount that moves for them), but unless you rely a lot on wands, the really nasty abilities are not acquired until level 12 (and at that level the universalist has still some advantage). The real problem is level 15, when the character becomes a metamagic god. The good part is that my group does not use old feats (including twin spell and sudden metamagic).

A universalist can't go higher than the highest spell level he can normally cast.

The real problem is level 7 and 8 where you get copperative metamagic and metamagic effect. You just need a magic item with a bonus to spellcraft and you are set.

Neither can an Incantatrix, unless you are writing about copperative metamagic and metamagic effect.

It is strange that you affirm that levels 7 & 8 are the cheesy ones, because I always thought that this was the nice part of the PrC. It is a teamwork effort, improving the spells of another character or the tactical advantage of some spells. They increase the potential of a group as a whole.


Nicolas Melchior wrote:
John John wrote:
Nicolas Melchior wrote:


But the manipulation of metamagic is part of the game. First that is one of the advantages of being a universalist wizard (from 1 to 7 free levels of metamagic feats). Then, there are feats like Spell Perfection or many of the Magus Arcana.

It is a powerful PrC (I think that it is more useful for Sorcerers - specially the Arcane Bloodline - if they use movement spells and/or have an intelligent mount that moves for them), but unless you rely a lot on wands, the really nasty abilities are not acquired until level 12 (and at that level the universalist has still some advantage). The real problem is level 15, when the character becomes a metamagic god. The good part is that my group does not use old feats (including twin spell and sudden metamagic).

A universalist can't go higher than the highest spell level he can normally cast.

The real problem is level 7 and 8 where you get copperative metamagic and metamagic effect. You just need a magic item with a bonus to spellcraft and you are set.

Neither can an Incantatrix, unless you are writing about copperative metamagic and metamagic effect.

It is strange that you affirm that levels 7 & 8 are the cheesy ones, because I always thought that this was the nice part of the PrC. It is a teamwork effort, improving the spells of another character or the tactical advantage of some spells. They increase the potential of a group as a whole.

It gets kinda ridiculous when they start persisting (the 3.5 persist) things that really ought not to be persisted (shapechange, true seeing, time stop...) and those are just the PHB spells; start digging through the spell conpendium and you'll see a few buffs that players shouldn't be having on 24/7 but will.


That can be easily avoided by ony using the new feats. The campaign we are going to run is almost 100% Pathfinder material. We even avoid 3rd party books (I just saw the Improved Arcane Bond feat http://www.d20pfsrd.com/feats/item-creation-feats and Psionics Unleashed, and IMHO this materials are nice but nor balanced).

By the way, the Bloatmage scares me. I don´t mind having a powerful character, but there are limits. This PrC gives a wizard all the advantages of a sorcerer (the 8th level of this class gives 8 + 3d12 extra spell levels). The only price to pay is a horrible appearance and a reduced movement (when the character isn´t flying or teleporting).


Actually the Bloatmage suffers medium encumbrance -- which does affect fly speed, and limits maximum Dex bonus as well as providing a penalty on all Dex and Str based skills.

In addition corpulence will reduce your speed even further.

Finally I think you are misunderstanding what the bloodpool does -- it is not spontaneous casting -- instead it is like pearls of power: it gives back spells you have cast. The difference is that a sorcerer could cast any spell with that slot -- the wizard can only cast the same spell he already cast from it again.

In addition you lose everything anyone going into a prestige class loses: The favored class bonus, the chance at the capstone of your original class, and any class feature you would have gained through leveling in your original class.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yeah, having an Incantatrix in one of my last campaigns totally kriffed up the final fights for the side of the villains. Highly overpowered PrC and therefore not recommended. Unless you enjoy flushing down two days of prep time in 2 rounds of gameplay.


Medium encumbrance affects your fly speed, but corpulence wont. The max +3 DEX bonus isn´t so bad because that is normally what a player can afford(a belt just for constitution).

The bloodpool is not spontaneous casting, but if you choose to prepare a lot of different spells at each level it will be almost the same thing. By the way, pearls of power are amazing.

The other costs mentioned (the favored class bonus & the original class last level bonus) are common to all PrC (even the Incantatrix).

What exactly did the Incantatrix that spoiled the final fights? Old metamagic feats or spells?


erik542 wrote:
Nicolas Melchior wrote:
John John wrote:
Nicolas Melchior wrote:


But the manipulation of metamagic is part of the game. First that is one of the advantages of being a universalist wizard (from 1 to 7 free levels of metamagic feats). Then, there are feats like Spell Perfection or many of the Magus Arcana.

It is a powerful PrC (I think that it is more useful for Sorcerers - specially the Arcane Bloodline - if they use movement spells and/or have an intelligent mount that moves for them), but unless you rely a lot on wands, the really nasty abilities are not acquired until level 12 (and at that level the universalist has still some advantage). The real problem is level 15, when the character becomes a metamagic god. The good part is that my group does not use old feats (including twin spell and sudden metamagic).

A universalist can't go higher than the highest spell level he can normally cast.

The real problem is level 7 and 8 where you get copperative metamagic and metamagic effect. You just need a magic item with a bonus to spellcraft and you are set.

Neither can an Incantatrix, unless you are writing about copperative metamagic and metamagic effect.

It is strange that you affirm that levels 7 & 8 are the cheesy ones, because I always thought that this was the nice part of the PrC. It is a teamwork effort, improving the spells of another character or the tactical advantage of some spells. They increase the potential of a group as a whole.

It gets kinda ridiculous when they start persisting (the 3.5 persist) things that really ought not to be persisted (shapechange, true seeing, time stop...) and those are just the PHB spells; start digging through the spell conpendium and you'll see a few buffs that players shouldn't be having on 24/7 but will.

Time Stop is not a valid target for Persist. True Seeing is only a valid target if touch is considered fixed range, or you do something to make it fixed range. And besides, Shapechange probably grants it anyways. Shapechange is a screwed up spell, but it is Persisted or not Persisted.


CoDzilla wrote:
erik542 wrote:
Nicolas Melchior wrote:
John John wrote:
Nicolas Melchior wrote:


But the manipulation of metamagic is part of the game. First that is one of the advantages of being a universalist wizard (from 1 to 7 free levels of metamagic feats). Then, there are feats like Spell Perfection or many of the Magus Arcana.

It is a powerful PrC (I think that it is more useful for Sorcerers - specially the Arcane Bloodline - if they use movement spells and/or have an intelligent mount that moves for them), but unless you rely a lot on wands, the really nasty abilities are not acquired until level 12 (and at that level the universalist has still some advantage). The real problem is level 15, when the character becomes a metamagic god. The good part is that my group does not use old feats (including twin spell and sudden metamagic).

A universalist can't go higher than the highest spell level he can normally cast.

The real problem is level 7 and 8 where you get copperative metamagic and metamagic effect. You just need a magic item with a bonus to spellcraft and you are set.

Neither can an Incantatrix, unless you are writing about copperative metamagic and metamagic effect.

It is strange that you affirm that levels 7 & 8 are the cheesy ones, because I always thought that this was the nice part of the PrC. It is a teamwork effort, improving the spells of another character or the tactical advantage of some spells. They increase the potential of a group as a whole.

It gets kinda ridiculous when they start persisting (the 3.5 persist) things that really ought not to be persisted (shapechange, true seeing, time stop...) and those are just the PHB spells; start digging through the spell conpendium and you'll see a few buffs that players shouldn't be having on 24/7 but will.
Time Stop is not a valid target for Persist. True Seeing is only a valid target if touch is considered fixed range, or you do something to make it fixed range. And besides,...

Time Stop has personal range and has a duration, therefore is persistable. QED.


Alas the poor incantatrix!

The very first campaign I ever played in as a kid, was a 1E game modified with all sorts of supplements and Dragon magazine articles. (2E was already out, but our DM, my brother, hated it...version wars were a part of my gaming experience from the very beginning...)

The original 1E incantatrix was a great class; I played one. Had its own spell list, plus class abilities, none grossly unbalanced.

So with the advent of 3E, it becomes a prestige class. I had an abjurer that went on to become one...the 3.0 version, mind you, right here: http://www.wizards.com/default.asp?x=dnd/ex/20010803

It wasn't the same as the old 1E class I loved, but still pretty good, and nothing game wrecking.

And then...the dreaded 3.5 version. Now, I can't even say "incantatrix" to most people I play with, without getting looks of horror or revulsion. And that's a bummer. :( Because I love role playing that particular class; it's not (and never is) a power trip for me.

I would love to play it in Pathfinder as a -base- class, modeled on the old (and fairly balanced) 1E version. One day, I'll probably write it up, for fun if nothing else. Obviously nothing from Forgotten Realms is gonna end up officially bolted onto Golarion. And with all the wizard, sorcerer, and witch options now, it's not like the game needs another arcane class, anyway. But, damn it, I miss my favorite class!

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