macdaddy
2012-02-23, 08:37 AM
There seems to be a handbook for most everything in 3.5, but I was unable to find a Transmuter handbook. The closest I found was the "Wizards guide to being God", which had a section on transmuter, but seemed to be more focused on conjuration.
Is a Transmuter a valid mage to play? or is a conjurer just that much better? I guess a Transmuter is more in the role of Buff/DeBuff with minor battlefield control.
Is there anything out there on it? or can anyone point out what are good spells to take? Something like
I'll give some examples of memorizations for a the Versitile Caster/Focused Specialist conjurer example above. I'll use a few different levels (5th, 10th, 15th) to give perspective.
5th level: Slots: 0: 6, 1: 7, 2: 5, 3: 4
0: Caltropsx3, Detect Magic, Light, Mage Hand
1: Mage Armor, Wall of Smoke, Grease x2, Expeditious Retreat (swift), Targeting Ray, Silent Image
2: Web, Glitterdust, Cloud of Bewilderment, Rope Trick, Invisibility
3: Stinking Cloud, Glitterdust (Sculpt spell meta), Bands of Steel, Haste
Recommended Strategy: You aren't high enough level to just blow all your spells yet. Start each battle with one of your 3rd level memorizations and then assess your situation. If it should be easy going from here on, then cast down some caltrops and make use of your cloudy conjuration feat for minor battlefield control. If things are tough - go into 2nd and 1st level spells in following rounds. Keep at least 1 Glitterdust or Cloud of Bewilderment in reserve in case there are more combats than you expected.
10th Level: Memorizations: 0: 6, 1: 8, 2: 8, 3: 7, 4: 6, 5: 5
0: As level 5 example
1: Mage Armor, Wall of Smoke, Grease, Expeditious Retreat (swift), Targeting Ray, Silent Image, Blockade x2
2: Web, Glitterdust x2 (sculpt meta for free on both), Cloud of Bewilderment, Rope Trick, Invisibility, Create Magic Tattoo, Fog Cloud
3: Bands of Steel, Haste x2, Corpse Candle, Stinking Cloud, Dimension step, Mage Armor (greater)
4: Dimension Door, Solid Fog, Bloodstar, Wall of Sand, Assay Spell Resistance, Celerity
5: Teleport, Cloudkill, Wall of Stone, Overland Flight (extend for free), Wall of Good
Recommended strategy: You now have a lot more spells. Use your rod of extend on your greater mage armor and your Create Magic Tattoo at the beginning of the day.
Cast blockades or swift expeditious whenever they're helpful and recover them with pearls of power. Start battles with a 4th or 5th level spell. Follow it up with 1st or 2nd level spells in following rounds. Use cloudy conjuration for defense (place in front of you). You stillcan't just waste spells or you will still run out - but you can nova at need without completely draining yourself.
You also have spellpool to swap out spells as required. Use it.
15th Level: Memorizations: 0: 6, 1: 8, 2: 8, 3: 8, 4: 8, 5: 8, 6: 6, 7: 5, 8: 4
0: As level 5 example
1: Wall of Smoke, Grease, Expeditious Retreat (swift)x2, Targeting Ray, Silent Image, Blockade x2
2: Web, Glitterdust x2 (sculpt meta on both for free), Cloud of Bewilderment, Rope Trick, Invisibility, Create Magic Tattoo, Fog Cloud
3: Haste x2, Corpse Candle, Stinking Cloud, Dimension step, Mage Armor (greater), Phantom Steed x2
4: Dimension Door, Solid Fog, Bloodstar, Wall of Sand, Assay Spell Resistance x2, Celerity x2
5: Teleport, Cloudkill, Wall of Stone, Wall of Good, Friend to Foe, Evacuation Rune, Shadow Evocation (sculpt for free), Transmute Rock to Mud
6: Freezing Fog x2, Tunnel Swallow, True Seeing, Antimagic Field, Dispel Magic (Greater)
7: Stun Ray (Extend for free), Choking Cobwebs (CS) (Sculpt Spell for free), Summon Monster VII, Brilliant Aura, Reverse Gravity
8: Maze, Plane Shift (Greater), Deadly Lahar (CS - huge cone slow effect), Chain Dispel
Recommended strategy: You are now flying at 240' on your phantom steed all day. The second is in case the first goes down. There are more spells on the list that simply enhance other spells (Celerity, Assay spell resistance) - since you can now afford more castings of these type of spells. There are lots of Battlefield controls, Buffs and Debuffs on the list. Use mid level spells for most battles - plus you can afford a high level spell for every battle with some left for reserve.
Is a Transmuter a valid mage to play? or is a conjurer just that much better? I guess a Transmuter is more in the role of Buff/DeBuff with minor battlefield control.
Is there anything out there on it? or can anyone point out what are good spells to take? Something like
I'll give some examples of memorizations for a the Versitile Caster/Focused Specialist conjurer example above. I'll use a few different levels (5th, 10th, 15th) to give perspective.
5th level: Slots: 0: 6, 1: 7, 2: 5, 3: 4
0: Caltropsx3, Detect Magic, Light, Mage Hand
1: Mage Armor, Wall of Smoke, Grease x2, Expeditious Retreat (swift), Targeting Ray, Silent Image
2: Web, Glitterdust, Cloud of Bewilderment, Rope Trick, Invisibility
3: Stinking Cloud, Glitterdust (Sculpt spell meta), Bands of Steel, Haste
Recommended Strategy: You aren't high enough level to just blow all your spells yet. Start each battle with one of your 3rd level memorizations and then assess your situation. If it should be easy going from here on, then cast down some caltrops and make use of your cloudy conjuration feat for minor battlefield control. If things are tough - go into 2nd and 1st level spells in following rounds. Keep at least 1 Glitterdust or Cloud of Bewilderment in reserve in case there are more combats than you expected.
10th Level: Memorizations: 0: 6, 1: 8, 2: 8, 3: 7, 4: 6, 5: 5
0: As level 5 example
1: Mage Armor, Wall of Smoke, Grease, Expeditious Retreat (swift), Targeting Ray, Silent Image, Blockade x2
2: Web, Glitterdust x2 (sculpt meta for free on both), Cloud of Bewilderment, Rope Trick, Invisibility, Create Magic Tattoo, Fog Cloud
3: Bands of Steel, Haste x2, Corpse Candle, Stinking Cloud, Dimension step, Mage Armor (greater)
4: Dimension Door, Solid Fog, Bloodstar, Wall of Sand, Assay Spell Resistance, Celerity
5: Teleport, Cloudkill, Wall of Stone, Overland Flight (extend for free), Wall of Good
Recommended strategy: You now have a lot more spells. Use your rod of extend on your greater mage armor and your Create Magic Tattoo at the beginning of the day.
Cast blockades or swift expeditious whenever they're helpful and recover them with pearls of power. Start battles with a 4th or 5th level spell. Follow it up with 1st or 2nd level spells in following rounds. Use cloudy conjuration for defense (place in front of you). You stillcan't just waste spells or you will still run out - but you can nova at need without completely draining yourself.
You also have spellpool to swap out spells as required. Use it.
15th Level: Memorizations: 0: 6, 1: 8, 2: 8, 3: 8, 4: 8, 5: 8, 6: 6, 7: 5, 8: 4
0: As level 5 example
1: Wall of Smoke, Grease, Expeditious Retreat (swift)x2, Targeting Ray, Silent Image, Blockade x2
2: Web, Glitterdust x2 (sculpt meta on both for free), Cloud of Bewilderment, Rope Trick, Invisibility, Create Magic Tattoo, Fog Cloud
3: Haste x2, Corpse Candle, Stinking Cloud, Dimension step, Mage Armor (greater), Phantom Steed x2
4: Dimension Door, Solid Fog, Bloodstar, Wall of Sand, Assay Spell Resistance x2, Celerity x2
5: Teleport, Cloudkill, Wall of Stone, Wall of Good, Friend to Foe, Evacuation Rune, Shadow Evocation (sculpt for free), Transmute Rock to Mud
6: Freezing Fog x2, Tunnel Swallow, True Seeing, Antimagic Field, Dispel Magic (Greater)
7: Stun Ray (Extend for free), Choking Cobwebs (CS) (Sculpt Spell for free), Summon Monster VII, Brilliant Aura, Reverse Gravity
8: Maze, Plane Shift (Greater), Deadly Lahar (CS - huge cone slow effect), Chain Dispel
Recommended strategy: You are now flying at 240' on your phantom steed all day. The second is in case the first goes down. There are more spells on the list that simply enhance other spells (Celerity, Assay spell resistance) - since you can now afford more castings of these type of spells. There are lots of Battlefield controls, Buffs and Debuffs on the list. Use mid level spells for most battles - plus you can afford a high level spell for every battle with some left for reserve.