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Melnir
2013-10-01, 04:34 PM
Hi playground, I'm starting a new campaign with my DM and I'd like to play an illusionist/shadowcraft mage.

We are starting from level 3 and hopefully reaching 20 (or epics), so I need a 1-20 build. 2 flaws, 1 feat every odd level, at least two 18 between ability scores. I was thinking about whisper gnome for the race and getting into master specialist, but I'm not so sure, because I may use early enties to get into ScM 2 levels earlier.


Thanks for any answer :smallsmile:

Waker
2013-10-01, 04:51 PM
You might find the Illusionist variant (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) useful to boost your illusion effects a bit, as well as adding Hide to your class skills.

Biffoniacus_Furiou
2013-10-01, 05:17 PM
There's a Shadowcraft Mage Handbook (http://brilliantgameologists.com/boards/index.php?topic=5638.0), but I'll summarize some of the better options:

Once you get Shadow Illusion, every one of your offensive spells should be a Silent Image with Heighten Spell + Earth Spell (RoS). Wear sandals made from stone slabs so you're always standing on stone and can always benefit from Earth Spell.

Signature Spell (PGtF) for Silent Image allows you to spontaneously convert prepared spells into a (Heightened) Silent Image. You need Spell Mastery for Silent Image, but you should be able to substitute Illusion Mastery (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) for that.

The tactical feat Residual Magic (CM) makes every other Silent Image you cast get Heightened for free.

Use the Gnome Wizard 1 substitution level (RoS) so you learn Silent Image as a 0-level spell instead of a 1st-level spell. You get a greater benefit from Earth Spell this way, and also consider its interaction with Residual Magic.

Four levels of Master Specialist (CM) gives all of your Will Disbelief illusions +2 DC, which includes the DCs of your Heightened Silent Images and the DCs of every spell they emulate.

Take the feat Enhanced Shadow Reality from Dragon magazine issue 325, it makes all of your shadow illusions 20% more real.

Get Ability Focus (http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus): Silent Image for anther +2 DC to all of those every spell they emulate. If your DM questions whether you can use it with this, point him to the official FAQ which states that any ability that can be used against an opponent and offers a saving throw can have Ability Focus applied to it, and that you could simply take Ability Focus: Spellcasting to get +2 DC to every spell you ever cast.

You're going to need a lot of feats, so get two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm) (more here (http://www.giantitp.com/forums/showthread.php?t=258440#30)).

Finish the build with Shadowcrafter from Underdark, it gives bonuses to the reality of your shadow illusions, bonuses to spell penetration with illusions, and several other useful class features.

Garjon
2013-10-01, 05:25 PM
There's a Shadowcraft Mage Handbook (http://brilliantgameologists.com/boards/index.php?topic=5638.0), but I'll summarize some of the better options:

Once you get Shadow Illusion, every one of your offensive spells should be a Silent Image with Heighten Spell + Earth Spell (RoS). Wear sandals made from stone slabs so you're always standing on stone and can always benefit from Earth Spell.

Signature Spell (PGtF) for Silent Image allows you to spontaneously convert prepared spells into a (Heightened) Silent Image. You need Spell Mastery for Silent Image, but you should be able to substitute Illusion Mastery (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) for that.

The tactical feat Residual Magic (CM) makes every other Silent Image you cast get Heightened for free.

Use the Gnome Wizard 1 substitution level (RoS) so you learn Silent Image as a 0-level spell instead of a 1st-level spell. You get a greater benefit from Earth Spell this way, and also consider its interaction with Residual Magic.

Four levels of Master Specialist (CM) gives all of your Will Disbelief illusions +2 DC, which includes the DCs of your Heightened Silent Images and the DCs of every spell they emulate.

Take the feat Enhanced Shadow Reality from Dragon magazine issue 325, it makes all of your shadow illusions 20% more real.

Get Ability Focus (http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus): Silent Image for anther +2 DC to all of those every spell they emulate. If your DM questions whether you can use it with this, point him to the official FAQ which states that any ability that can be used against an opponent and offers a saving throw can have Ability Focus applied to it, and that you could simply take Ability Focus: Spellcasting to get +2 DC to every spell you ever cast.

You're going to need a lot of feats, so get two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm) (more here (http://www.giantitp.com/forums/showthread.php?t=258440#30)).

Finish the build with Shadowcrafter from Underdark, it gives bonuses to the reality of your shadow illusions, bonuses to spell penetration with illusions, and several other useful class features.

As one of those credited for the build in said handbook, I finished the build with Nightmare Spinner from Complete Mage for that extra 9th level slot. Bonus reality is nice, but that's for targets that make the save. IMO, if you're taking the time to optimize your DC, it should rarely happen.

Melnir
2013-10-01, 05:41 PM
Thank you very much! Is it better to use quick entry to get shadow illusion 2 levels earlier or to get it by level 10 and go into master specialist? Is illusion mastery really worth it? The drawback is quite heavy. What about focused specialist?

I can also use a 3rd party homebrew PrC that in 10 levels gets you +5 on saving throws vs illusions, -4 penalty on Wis(disbelief) saves of those targeted by your illusions, trueseeing doesen't reveal illusions, +5 to illusions DC, affect double HD with patterns, CL check to overcome opponents mental defences, saving throw vs insanity effect for whoever dispels my glamers, +20% shadow reality and icing on cake I can spontaneously cast any illusion spell I know. I have to give up another school, but still seems quite powerful. What about that one? It's 10 level, so the only way to finish it would be illusionist 5/ScM 5/PrC 10. Is this better than illusionist 3/master specialist 4/ScM 5/shadow adept 1/shadowcrafter 7?

Garjon
2013-10-01, 05:48 PM
My build sheet has it setup as Illusionist 3/Master Specialist 4/ShadowcraftMage 5/Illusionist 2/Master Specialist 2/Nightmare Spinner 1/Master Specialist 3

With that custom class, I'd Illusionist 3/Master Specialist 3/ShadocraftMage5/CustomClass9

Biffoniacus_Furiou
2013-10-01, 05:52 PM
If you're using early entry, Wizard 2/ Master Specialist 3/ Shadowcraft Mage 5/ Master Specialist 1/ whatever 9 could work out for you. That homebrew class sounds good, I'd consider taking it early if it lets you spontaneously cast illusions in the first few levels as it would save you a feat on Signature Spell. You won't need Illusion Mastery if you don't need to take Signature Spell, and I'd definitely consider Focused Specialist because more spell slots is (almost) always better.

Waker
2013-10-01, 09:40 PM
Thank you very much! Is it better to use quick entry to get shadow illusion 2 levels earlier or to get it by level 10 and go into master specialist? Is illusion mastery really worth it? The drawback is quite heavy. What about focused specialist?
By itself, the Illusion Mastery ability isn't super impressive. Having extra spells known is decent, but at the cost of spells per day? However, take a look at the feat Uncanny Forethought from Exemplars of Evil. Illusion Mastery + Forethought means that X/day (X=Int Mod) you can cast any Illusion spell you know without prior preparation. You still need to pay attention to what spell slots you leave open, but it makes you even more versatile and lets you crowd in on the spontaneous casters territory.

MirddinEmris
2013-10-01, 10:28 PM
Use the Gnome Wizard 1 substitution level (RoS) so you learn Silent Image as a 0-level spell instead of a 1st-level spell. You get a greater benefit from Earth Spell this way, and also consider its interaction with Residual Magic.

Never really understood this part of the handbook. How is that any better than having this spell as 1-st level? Shadow Illusion says that "reality" percentage is equal to spell level * 10, so 0-lvl will be 0% real and 1-lvl will be 10%, so it doesn't matter from which point you begin, the resul will be same. Am i missing something? If so, can you elaborate on this for me?

Biffoniacus_Furiou
2013-10-01, 11:08 PM
Never really understood this part of the handbook. How is that any better than having this spell as 1-st level? Shadow Illusion says that "reality" percentage is equal to spell level * 10, so 0-lvl will be 0% real and 1-lvl will be 10%, so it doesn't matter from which point you begin, the resul will be same. Am i missing something? If so, can you elaborate on this for me?

Heighten Spell + Earth Spell gives you +1 caster level per spell level you Heighten it by, so starting as a 0-level spell instead of a 1st-level spell allows you to Heighten it by one additional level for no cost, gaining an extra +1 caster level.

Residual Magic says when you cast a spell with a metamagic feat, then the following round cast that same spell, you get to apply that same metamagic feat to it for free. So you're better off filling up your 0-level slots with Silent Image and casting them with free Heightens, and saving your 1st level slots for some utility spells, Mage Armor, etc.

MirddinEmris
2013-10-01, 11:27 PM
Heighten Spell + Earth Spell gives you +1 caster level per spell level you Heighten it by, so starting as a 0-level spell instead of a 1st-level spell allows you to Heighten it by one additional level for no cost, gaining an extra +1 caster level.

Residual Magic says when you cast a spell with a metamagic feat, then the following round cast that same spell, you get to apply that same metamagic feat to it for free. So you're better off filling up your 0-level slots with Silent Image and casting them with free Heightens, and saving your 1st level slots for some utility spells, Mage Armor, etc.

Yes, but also you are starting with one spell level less.


The altered spell functions identically to the shadow conjuration or shadow evocation spell, except that the spell's strength equals 10% per level of the figment spell used.

So, if you are using 0-lvl silent image, you don't get 10% + every heighten modifier you can squeeze, you get 0% + heighten modifiers. That's what i'm talking about - no difference except that you are now using cantrip's slots

Ramza00
2013-10-01, 11:34 PM
Never really understood this part of the handbook. How is that any better than having this spell as 1-st level? Shadow Illusion says that "reality" percentage is equal to spell level * 10, so 0-lvl will be 0% real and 1-lvl will be 10%, so it doesn't matter from which point you begin, the resul will be same. Am i missing something? If so, can you elaborate on this for me?

Assuming you enter Shadowcraft Mage at level 6 (after 5 levels of Wizard or Wizard prcs)

Using Earth Spell to Cast 4th Level Spells even though you only have 5 levels of Wizard
There are 9 different shadow spells that are level 1 or level 2 you can heighten to level 4 via earth spell
Bluff is bough cross classed, Shadow Shaper UA variant for Hide Class Skill


You can start cast shadow illusions via silent image at Character Level 8. Here is your caster level if you heighten a Level 1 Silent Image to your max spellcasting level via earth spell.

Character Level 8, Spell Level 5, Caster Level 11=8+3
Character Level 9, Spell Level 6, Caster Level 11=9+4
Character Level 10, Spell Level 6, Caster Level 14=10+4
Character Level 11, Spell Level 7, Caster Level 16=11+5
Character Level 12, Spell Level 7, Caster Level 17=12+5
Character Level 13, Spell Level 8, Caster Level 19=13+6
Character Level 14, Spell Level 8, Caster Level 20=14+6
Character Level 15, Spell Level 9, Caster Level 22=15+7
Character Level 16, Spell Level 9, Caster Level 23=16+7
Character Level 17, Spell Level 10, Caster Level 25=17+8
Character Level 18, Spell Level 10, Caster Level 26=18+8
Character Level 19, Spell Level 10, Caster Level 27=19+8
Character Level 20, Spell Level 10, Caster Level 28=20+8

Now if you heighten a 0th level Silent Image instead this is your math

Character Level 8, Spell Level 5, Caster Level 12=8+4
Character Level 9, Spell Level 6, Caster Level 14=9+5
Character Level 10, Spell Level 6, Caster Level 15=10+5
Character Level 11, Spell Level 7, Caster Level 17=11+6
Character Level 12, Spell Level 7, Caster Level 18=12+6
Character Level 13, Spell Level 8, Caster Level 20=13+7
Character Level 14, Spell Level 8, Caster Level 21=14+7
Character Level 15, Spell Level 9, Caster Level 23=15+8
Character Level 16, Spell Level 9, Caster Level 24=16+8
Character Level 17, Spell Level 10, Caster Level 26=17+9
Character Level 18, Spell Level 10, Caster Level 27=18+9
Character Level 19, Spell Level 10, Caster Level 28=19+9
Character Level 20, Spell Level 10, Caster Level 29=20+9

In effect your caster level goes up by 1. If you are using residual metamagic you get the additional benefit of using useless 0th level spell slots as well instead of kinda useful 1st level spell slots (then again it is so cheap to buy 1st level pearls of power, this is not a real complaint.)

MirddinEmris
2013-10-02, 12:04 AM
I see, always though that it somehow should grant another 10% to "reality" of the spells and never understood why. It's actually +1 CL and use of the cantrip slot (though it's a double edge sword, since there only 6 of them, they don't get bonus slots from intellect and you can't multiply them through Ring of Wizardry (for first level spells it's pretty cheap), also you need some slots for Detect Magic).

Biffoniacus_Furiou
2013-10-02, 12:05 AM
Yes, but also you are starting with one spell level less.

So, if you are using 0-lvl silent image, you don't get 10% + every heighten modifier you can squeeze, you get 0% + heighten modifiers. That's what i'm talking about - no difference except that you are now using cantrip's slots

If it starts as a 1st-level spell, and you cast it from a 6th-level spell slot with Heighten Spell, Earth Spell makes it count as a 7th-level spell and gives you +5 caster level. This can emulate an Evocation or Conjuration of 6th level or lower, its DC is 17 + modifiers, and it's 70% real if they disbelieve. The following round you cast one without any metamagic feats from a 1st-level spell slot, Residual Magic makes it Heightened as though you'd spent another 6th-level spell slot, you get +5 caster level again, and it counts as a 7th-level shadow illusion again. You spent a 6th-level spell slot and a 1st-level spell slot for this, and it's cast at +5 caster level.

If it starts as a 0th-level spell, and you cast it from a 6th-level spell slot with Heighten Spell, Earth Spell makes it count as a 7th-level spell and gives you +6 caster level.This can emulate an Evocation or Conjuration of 6th level or lower, its DC is 17 + modifiers, and it's 70% real if they disbelieve. The following round you cast one without any metamagic feats from a 0th-level spell slot, Residual Magic makes it Heightened as though you'd spent another 6th-level spell slot, you get +6 caster level again, and it counts as a 7th-level shadow illusion again. You spent a 6th-level spell slot and a 0th-level spell slot for this, and it's cast at +6 caster level.