Aceon
2023-02-07, 11:17 PM
So I am thinking of playing a gnome illusionist and while I won't be breaking the game, the Shadowcraft Mage is more than powerful enough for me to enjoy without any shenanigans, Shadow-Miracles notwithstanding!
But the Killer Gnome doesn't even begin to hit his stride till 10th level and looking at my options up to that point ...its rather underwhelming. Plus I have no way of knowing if the game will even reach 10th level anyways! Recently I have done a ton of research into a playable illusionist and I am thinking its going to be on the whole...rather weak up till 10th level, with the exception that I think I can pump my Illusion save DC's pretty well. Outside of that, I got nothing.
I am wondering if the good folks here have some ideas to make a fun and survivable illusionist from 1st to 10th level? And maybe even a little bit diesel?
Here is what I have so far: standard killer gnome chassis - Arcane Gnome +2 Int & +1 DC illusion spells
or regular Rock Gnome + 1 DC illusions (if Dragon magazine is not allowed)
Wizard 1 - Gnome Illusionist 1 (substitution level) early access to illusions & enhances CL boost of Earth Spell
Level 1
Gnome Illusion Spells
A gnome illusionist who takes this level choose one of the following schools that they can cast spells in, in which to take a -1 caster level penalty: evocation, transmutation, or conjuration. At first level, the gnome illusionist cannot cast any spells from this school. In exchange for this, the gnome illusionist can use their wizard level as their caster level for their racial spell-like abilities. In addition, they can prepare the following spells at the indicated spell level, rather than their normal spell level.
0-Level: silent image, ventriloquism
1st-level: Leomund's trap, minor image
2nd-level: illusory script, major image
3rd-level: illusory wall
4th-level: persistent image
5th-level: programmed image
Illusion Mastery
Illusion Mastery (Ex): An illusionist using this variant automatically adds two illusion spells to his spell book every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if he had mastered it with the Spell Mastery feat.
School Mastery (if Dragon magazine is allowed) + 1 CL +10% Quasi-reality on Shadow spells
School Mastery: [replaces familiar] This alternate class feature from Dragon 357 may suck for everyone else, but it's the bee's knees for illusion. +1 caster level for illusion spells and an extra 10% quasi reality for all your illusion (shadow) spells.
So with 18 base Int + 2 Arcane Gnome = 20 = + 5 DC for all my spells & + 1 (Gnome) + 1 (Spell Focus: Illusion) = + 7 DC on my illusion spells at 1st level. So my Will save DC for a 1st level Illusion spell would be 18 - not too shabby. Fighters and monsters will almost certainly fail. Druids and Clerics have pretty decent odds of success at 11 or better with their Will saves being around +6 (+2 Will save + 4 Wisdom) they will save on a 12 or better. Wizards and Sorcerers also have good Will saves but don't use Wisdom as a casting stat, so call it a +1 or +2 Wis mod with +2 base Will save for a total +4 and they will save at a 14 or better.
But even with decent Illusion DC's at low levels...mostly its just tricky stuff and not actually deadly damage or dangerous except for Color Spray.
While Color Spray seems like my best blasting/offensive spell...I can get a lot of utility & versatility out of Silent Image (cantrip) and ventriloquism or Ghost Sound. I am thinking for basic dungeon delving and battle I would want a wand of Color Spray as soon as I can get one but the problem is ...it won't have my Save DC of 18...so if I want one before 4th level then I would have to attempt to collaborate on the creation of the wand. The trade off would be I would be willing to pay full price to the NPC crafter if I can assist in the making...but that is up to DM fiat. By the time I get to 4th level to make it myself, Color Spray is useless in a fight. Failing that I could always make a few scrolls.
I don't get Shadow Conjuration till 7th level (its a 4th level spell) - so I am at loss to know how to battle up to 10th level?
I guess I will be using Silent Image paired with Ghost Sound as well as Major Image as a 2nd level spell with the early access I get from Gnome Illusionist. I am sure I can get crafty with illusory walls of stone and illusory pit traps, but I would still need to put illusory murder holes on my walls to enable my party members to do the actual damage dealing. In other words I will mostly rely on my party members to dispatch the enemies while I provide a little bit of trickiness.
Besides this...is there any way to "Pimp my ride" to be effective in battle? Any ideas will be appreciated.
But the Killer Gnome doesn't even begin to hit his stride till 10th level and looking at my options up to that point ...its rather underwhelming. Plus I have no way of knowing if the game will even reach 10th level anyways! Recently I have done a ton of research into a playable illusionist and I am thinking its going to be on the whole...rather weak up till 10th level, with the exception that I think I can pump my Illusion save DC's pretty well. Outside of that, I got nothing.
I am wondering if the good folks here have some ideas to make a fun and survivable illusionist from 1st to 10th level? And maybe even a little bit diesel?
Here is what I have so far: standard killer gnome chassis - Arcane Gnome +2 Int & +1 DC illusion spells
or regular Rock Gnome + 1 DC illusions (if Dragon magazine is not allowed)
Wizard 1 - Gnome Illusionist 1 (substitution level) early access to illusions & enhances CL boost of Earth Spell
Level 1
Gnome Illusion Spells
A gnome illusionist who takes this level choose one of the following schools that they can cast spells in, in which to take a -1 caster level penalty: evocation, transmutation, or conjuration. At first level, the gnome illusionist cannot cast any spells from this school. In exchange for this, the gnome illusionist can use their wizard level as their caster level for their racial spell-like abilities. In addition, they can prepare the following spells at the indicated spell level, rather than their normal spell level.
0-Level: silent image, ventriloquism
1st-level: Leomund's trap, minor image
2nd-level: illusory script, major image
3rd-level: illusory wall
4th-level: persistent image
5th-level: programmed image
Illusion Mastery
Illusion Mastery (Ex): An illusionist using this variant automatically adds two illusion spells to his spell book every time he gains a level that grants access to a new spell level. Furthermore, any time the illusionist learns a new illusion spell, he treats that spell as if he had mastered it with the Spell Mastery feat.
School Mastery (if Dragon magazine is allowed) + 1 CL +10% Quasi-reality on Shadow spells
School Mastery: [replaces familiar] This alternate class feature from Dragon 357 may suck for everyone else, but it's the bee's knees for illusion. +1 caster level for illusion spells and an extra 10% quasi reality for all your illusion (shadow) spells.
So with 18 base Int + 2 Arcane Gnome = 20 = + 5 DC for all my spells & + 1 (Gnome) + 1 (Spell Focus: Illusion) = + 7 DC on my illusion spells at 1st level. So my Will save DC for a 1st level Illusion spell would be 18 - not too shabby. Fighters and monsters will almost certainly fail. Druids and Clerics have pretty decent odds of success at 11 or better with their Will saves being around +6 (+2 Will save + 4 Wisdom) they will save on a 12 or better. Wizards and Sorcerers also have good Will saves but don't use Wisdom as a casting stat, so call it a +1 or +2 Wis mod with +2 base Will save for a total +4 and they will save at a 14 or better.
But even with decent Illusion DC's at low levels...mostly its just tricky stuff and not actually deadly damage or dangerous except for Color Spray.
While Color Spray seems like my best blasting/offensive spell...I can get a lot of utility & versatility out of Silent Image (cantrip) and ventriloquism or Ghost Sound. I am thinking for basic dungeon delving and battle I would want a wand of Color Spray as soon as I can get one but the problem is ...it won't have my Save DC of 18...so if I want one before 4th level then I would have to attempt to collaborate on the creation of the wand. The trade off would be I would be willing to pay full price to the NPC crafter if I can assist in the making...but that is up to DM fiat. By the time I get to 4th level to make it myself, Color Spray is useless in a fight. Failing that I could always make a few scrolls.
I don't get Shadow Conjuration till 7th level (its a 4th level spell) - so I am at loss to know how to battle up to 10th level?
I guess I will be using Silent Image paired with Ghost Sound as well as Major Image as a 2nd level spell with the early access I get from Gnome Illusionist. I am sure I can get crafty with illusory walls of stone and illusory pit traps, but I would still need to put illusory murder holes on my walls to enable my party members to do the actual damage dealing. In other words I will mostly rely on my party members to dispatch the enemies while I provide a little bit of trickiness.
Besides this...is there any way to "Pimp my ride" to be effective in battle? Any ideas will be appreciated.