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ocato
2008-10-22, 05:52 PM
This idea came to me while discussing another situation in another thread. How good can someone become at using Illusions? Obviously the Illusionist is as old and beloved as any D&D classic character, but in a world of ToB, CoDzilla, and Batman Wizards, it seems that Illusion-centered characters are few and far between.

Now, I've been a Bard advocate for some time and I know from personal experience that illusions can be very powerful if used correctly, however I've been wondering exactly what classes, races, feats, spells, and items would be lumped into the "almighty list of undeniable choices" category (or even the "heck, that's awful good" category). My goal is not to write the Illusionist Handbook. I'll wager it's been done before, and I can almost guarantee it's better than anything I can dredge up. Instead, I'm trying to start a discussion on how to make the best of illusions. Here's what I came up with, feel free to add and discuss.

Gnome Illusionist 3/Master Specialist 4/Shadowcraft Mage 5/Master Specialist 6/Archmage 2.

I chose to bar Evocation and Enchantment, and due to the Gnome Racial Substitution levels, the character also has -1 caster level when casting transmutation spells. The ability to cast my better illusions sooner and more cheaply seems worth the cost of a round/minute/hour on a few buffs. If it is absolutely diabolically crippling for some reason I cannot understand, an Ioun stone or some other trick will suffice nicely to remedy it.

Evocation is simply not necessary. Shadowcraft Mage allows the character to turn any figment into an evocation spell that is one level lower. If I find that I desperately need a wind wall, I'll just cast a heightened major image of one and viola, it appears. Shadowcraft Mage also ensures that it will be mostly real (10%+ 10% per level of the figment. At Shadowcraft Mage 5, add 20% more to that), making this a fairly reliable option. This ability also notes that it works as the Shadow spells (shadow evocation, shadow conjuration, et al), meaning that it uses the save of the illusion spell that is creating the effect. Thus, figments (and the evocations and conjurations created with them) have a rather high DC. I'll get into DC crunching in a little bit.

Enchantment seemed like the other reasonable choice for banning. Enchantment typically deals with disabling, charming, or tricking an opponent. It occurs to me that a creative use of illusions can handle a good deal of cases where charming or tricking would be necessary (maybe you won't tell me where the chest is, but what about your best friend that you don't know we already killed?) and that disabling can be handled by any combination of necromancy, transmutation, and conjuration(clouds and mists, or a summoned creature with a penchant for grapplings). Any choice is valid, those are just mine.

Master Specialist gives a bunch of pretty nice bonuses that any wizard would enjoy. The Illusionist is no exception. You have to grab Spell Focus to get in, but thanks to Shadowcraft Mage, your spell focus in Illusion also applies sparsely to Evocation and Conjuration (controversial, see shadowcraft mage portion below for details). Not that pumping the believability of your illusions isn't valuable enough. Master Specialist gives you Skill Focus (Spellcraft) and Greater Spell Focus (Illusion) as free feats, but it's the Esoterica that you can't do without. The Minor Esoterica is +2 to the DC of all illusions that have a save of "will disbelief." Throw in the gnome bonus and two spell focuses and you get a save on most of your illusions equal to 10+5+INT+the spell's level. That's not bad at all. The next esoterica isn't quite as valuable (but is nonetheless useful). Every time you cast an illusion, you get concealment for rounds/level of the spell. This works pretty well with the over-all defensiveness of gnomes. The L10 Major Esoteria gives you automatic still, silent, and eschew materials for illusions. Let's see them pin it on you now! Even better, when coupled with your Shadowcraft Mage powers, you can effectively randomly set people on fire with shadow evocations or have someone get mauled by an illusionary tiger without there being any reliable evidence that you did anything at all. Extra spells in your spell book and a few caster level increases are icing on the cake.

Shadowcraft Mage is a gnome only PrC in the Races of the Stone. It's 5 levels long and pretty good. You can give yourself temporary concealment (except in daylight) of 40% (coupled with moderate esoterica, you should be concealed in some manner when it counts), free still and extend on your illusions, and the big lovely: The ability to treat some of your figments as shadow evocation or shadow conjuration. The catch is that the figment must be on a short list (a very workable list) and must be 1 level higher than the spell you're replicating. Due to the gnome sub level, Heighten Spell is pretty vital here for getting to the right level of figment and the occasional boost of a save. Remember, shadow spells (and figments, now) use the save of the spell level you've used to replicate it. For example, a L4 Major Image used to create a fireball has the normal save for a L4 illusion to disbelieve. The fireball itself still grants a reflex save for half, but you treat the fireball as a 4th level spell (increasing the save DC by 1) because the illusion that created it was 4th level. There is some minor debate as to the intention of that. Some assume that if you apply the illusion's spell level to the save of the replicated spell, you should also apply any other illusion-only bonuses (such as spell focus, minor esoterica, and the gnome bonus) to the save for the spell, because the fireball is (arguably) not an evocation, it is a shadowy illusion that has been enhanced to act and feel like one.

Archmage was tacked on for the last 2 levels to continue spellcasting. It requires another spell focus, but the other two feats come easy from previous expenditures. Grab some High Arcana, keep your spells going, why not?

I'll add some feats and spell choices later, because this is taking longer than I expected and I've somewhere to be. Please feel free to tack on or chime in if I've made a mistake or you know something I don't.

Arbitrarity
2008-10-22, 05:59 PM
Grab races of stone's Earth Spell. It enhances Heighten spell, allowing you to do silliness like duplicating 9'th level spells with heightened silent image (caster level boosted as well)

Chineselegolas
2008-10-22, 06:14 PM
The Killer Gnome (http://forums.gleemax.com/showthread.php?t=290914). This went over pretty much most the options and then derailed with arguments...

But yes, I rather love illusionists too. Great for all occasions.

monty
2008-10-22, 06:42 PM
Let's see if I remember my build...Focused Specialist Illusionist 5 / Incantatrix 2 / Shadowcraft Mage 5 / Incantatrix +8

Feats:
1 Iron Will
3 Spell Focus (Illusion)
5 Heighten Spell
6 Earth Sense
6 <open metamagic>
9 Earth Spell
12 Easy Metamagic (Heighten Spell)
14 <open metamagic>
15 Residual Magic
17 <open metamagic>
18 Arcane Thesis (Silent Image)
20 <open metamagic>

Earth Spell and Easy Metamagic let you heighten Silent Image to a 10th level spell (for 9th level shadow spells) in an 8th level slot. Residual Magic lets you do it again next round in a 1st level slot (or 0, if you take the racial substitution level). You have four extra metamagic feats to play around with, all of which can be reduced by 1 by Arcane Thesis. If your DM allows it, I suggest taking a flaw for Arcane Disciple, for spontaneous Miracle or similar cheese. Alternately, two flaws for Spell Mastery and Signature Spell (Silent Image) give you serious spontaneity.

On the downside, you eventually have four prohibited schools (left with Abjuration, Divination, Illusion, and I recommend Transmutation), although Evocation and some of Conjuration can be compensated for through shadow spells.

ocato
2008-10-22, 09:15 PM
Where are residual magic and the Incantrix?

monty
2008-10-22, 09:28 PM
Where are residual magic and the Incantrix?

Incantatrix is in Player's Guide to Faerun. Residual Magic is in Complete Mage.

Lord Denyuar
2008-10-23, 08:11 AM
Be sure to look into the focused gnome illusionist. And then try to convince your dm to allow you into the master specialist 1 level earlier due to the first level of gnome illusionist (treats 2 level 1 spells as level 1 spells; however, they are still level 2 for everyone else). If so you can get into it at level 3. You can't take more than 1 gnome illusionist if I remember correctly, they only replace that same level of wizard when you get to that level of wizard (illusionist) class only. I could be wrong, but I spent a full 10+ hours looking it over about 3 weeks ago.

I posted the following on another thread early september: "I originally asked about whisper gnomes due to making illusionist. Instead went with regular gnome but am a focused specialist gnome illusionist. Gnome illusionist racial substituion level 1 and focus specialist (illusions) with enchantment, evocation, necromancy as prohibited schools and -1 caster level on abjuration school. At level 1, I get 2-0 spells with 3-0 illusions and 0-1 spells and 3-1 illusions with +2 DCs and several level 1 illusions treated at 0 level and several level 2 illusions treated at 1 level. Trying to get my DM to allow me into master specialist at level 3 instead of level 4."

A thread to look into is: http://www.giantitp.com/forums/showthread.php?t=89970

Zweanslord
2008-10-23, 08:36 AM
The Killer Gnome (http://forums.gleemax.com/showthread.php?t=290914). This went over pretty much most the options and then derailed with arguments...

I find this thread (http://forums.gleemax.com/showthread.php?t=655556) on the gleemax forums to be more useful, due to the first post, where the shadowcraft gnome build is detailed in greater detail.

And indeed, as monty already said, the Miracle cheese where you pay no xp, use spell slots lower than 9 to cast it and cast it spontaneously is at the height of illusionary power.

monty
2008-10-23, 10:13 AM
It's not just Miracle. How about Genesis? You can spend a few weeks blowing all your high-level spell slots on making your demiplane bigger, at no cost to you but time. Or True Creation. For free.

Keld Denar
2008-10-23, 10:25 AM
Gah, why is it that every time ScM is mentioned, someone has to trot out Shadow Miracles. Seriously, this is a great, versitile, and fun class to play, but its tained by the fact that it has such great cheese attached to it, which is QUESTIONABLE at best whether or not it works. I'm not gonna go into great detail, since I've already posted my arguement elsewhere on this forum, but the main point is that Arcane Disciple doesn't add the spells to THE wiz/sorc spell list, it adds them to YOUR spell list, so YOU can cast them, because YOU have the feat, not every other joe wizard in the freakin world. Shadow illusion specifically calls out THE wiz/sorc list, not some list of spells you added to your own list via other means.

Next thing you know, Joe Bob and Jim Bob the ScM brothers are gonna be hangin around at the bar, Joe Bob (who has AD) is gonna cast a Shadow Miracle, and then Jim Bob (who doesn't have AD) is gonna cast one too, because its on Joe Bobs spell list. Thats just rediculous, abusive, and against the rules.

Someone cue Chronos to come and give his regular refute to my regular arguement.

FMArthur
2008-10-23, 12:14 PM
Well, the other widely debated issue is whether or not an illusory Miracle can work at all anyway. The idea is that the effect of casting Miracle might merely request aid from elsewhere, and then the rest of its effects are actions from elsewhere, not the player. If that is true, then faking the effects of the Miracle spell would just be faking the call and not the response. I'm not sure if that's how it works, but as a DM I would rule that way anyway as a cheese preventative.

monty
2008-10-23, 12:19 PM
Well, the other widely debated issue is whether or not an illusory Miracle can work at all anyway. The idea is that the effect of casting Miracle might merely request aid from elsewhere, and then the rest of its effects are actions from elsewhere, not the player. If that is true, then faking the effects of the Miracle spell would just be faking the call and not the response. I'm not sure if that's how it works, but as a DM I would rule that way anyway as a cheese preventative.

That's not RAW, though. RAW is "you cast Miracle, and X happens." Unless you houserule it differently, how exactly X happens won't affect whether it works.

If you want a fluff answer, I'd say you draw the power of the miracle directly from the plane of shadows, rather than a deity.

ocato
2008-10-23, 01:16 PM
I always love/hate those kinds of links. They never seem to tell you where they are ripping a lot of the stuff from.

namo
2008-10-23, 06:34 PM
I'd replace the last level of Archmage by one level of Nightmare Spinner for even more Illusion slots ! :smallsmile:

Regarding Shadow Miracles: they're fun, but they are up to the DM.
"You don’t so much cast a miracle as request one."

Cuddly
2008-10-23, 07:44 PM
The Killer Gnome (http://forums.gleemax.com/showthread.php?t=290914). This went over pretty much most the options and then derailed with arguments...

But yes, I rather love illusionists too. Great for all occasions.

Pretty solid build on the Material Plane, and when it has both feet on the ground, but when it comes to being on most other planes, it can't use Shadow spells. There's also the whole problem of not getting to fly if you want to use Earth Spell.

monty
2008-10-23, 08:19 PM
Pretty solid build on the Material Plane, and when it has both feet on the ground, but when it comes to being on most other planes, it can't use Shadow spells. There's also the whole problem of not getting to fly if you want to use Earth Spell.

Collar of Umbral Metamorphosis and Planar Bubble (which also automatically maximizes all your shadow spells and makes them 10% more real), and put dirt in your shoes.

Cuddly
2008-10-23, 08:51 PM
Planar Bubble (which also automatically maximizes all your shadow spells and makes them 10% more real), and put dirt in your shoes.

If you have the Collar, yeah, Planar Bubble works.
And dirt in your shoes most definitely counts as "worked earth".

monty
2008-10-23, 09:07 PM
If you have the Collar, yeah, Planar Bubble works.
And dirt in your shoes most definitely counts as "worked earth".

Oh yeah, forgot to mention the collar. And how so?

Cuddly
2008-10-23, 09:16 PM
Oh yeah, forgot to mention the collar. And how so?

Look at this list (http://www.google.com/search?hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&hs=OMC&q=define%3A+work&btnG=Search):

Can you see how the act of putting dirt in your shoes for the express purpose of making you cast spells would definitionally mean you are working the earth?

Also, look at this list for stand (http://www.google.com/search?hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&hs=oNC&q=define%3A+stand&btnG=Search).

I imagine it is difficult to stand on anything when you are flying.

monty
2008-10-23, 09:33 PM
Look at this list (http://www.google.com/search?hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&hs=OMC&q=define%3A+work&btnG=Search):

Can you see how the act of putting dirt in your shoes for the express purpose of making you cast spells would definitionally mean you are working the earth?

Also, look at this list for stand (http://www.google.com/search?hl=en&safe=off&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&hs=oNC&q=define%3A+stand&btnG=Search).

I imagine it is difficult to stand on anything when you are flying.

Hmm...

Find a couple chunks of (natural) rock that you can tape to your feet. Then fly upside down. Assuming a subjective "up," that can still be considered standing on them (acceleration, simulated or otherwise, creating a force against your feet).

I take no responsibility for any catgirl deaths caused by the content of this post.

Cuddly
2008-10-23, 09:41 PM
Taped rocks huh....

Zweanslord
2008-10-24, 02:29 AM
Personally I like the magic flying rock/earth as replacement of the magic flying carpet.. something like thisL (picture from a gnome character in the Avatar Battle Royale in the Arts & Crafts of this forum)

http://img374.imageshack.us/img374/8863/abr5tm3.png

Though you may argue this being worked earth.. still, would be cool to fly around on a piece of floating earth. Alternatively you can use a magic flying carpet and use it to scoop up a bunch of unworked earth before taking off?

Keld Denar, fact remains that the shadow miracle is accepted as possible by plenty of people. As for logic of the whole thing, refer to the link I gave, I think the logic thing is explained well enough there. But let's try not to derail this thread further in whether or not shadow miracle works, you're definitely not going to convince a community otherwise.

Namo, I think monty already covered your argument about requesting. See two posts above yours.
Also, to say it depends on the DM is rather obvious. Any normal DM is not going to allow shadow miracles due to being overpowered..

Anyway, beyond that, if we look at build, I personally am fond of the Shadowcrafter PrC. I know that it is not as good as other PrC's, and that it is from the 3.0 fearun book "Underdark", but it eventually gives up to +20% realness to shadow evocations/conjurations and some other things. The PrC fits thematically and with it being a 10-level PrC, the build Wizard 5/Shadowcrafter 10/Shadowcraft mage 5 looks clean and orderly (though you ofcourse take shadowcraft mage as soon as possible).
Thematically fitting is the shadow template (from Lords of Madness) as well. Ofcourse +2 LA is bad for any spellcaster, but eh, just felt like mentioning.

And let's not forget the specialist wizard variants, in this case the illusionist variants (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants), where chains of illusions can be neat, but Illusion Mastery is pretty sweet.. give up the extra spells from being a specialist, but gain: "An illusionist using this variant automatically adds two illusion spells to his spellbook 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 be had mastered it with the Spell Mastery feat."
Which means that if your spellbook is taken away, you can still prepare all your illusion spells, and since you have shadow evocations/conjurations, there are plenty of options left for you even with your spellbook gone!

Talic
2008-10-24, 02:50 AM
"You don’t so much cast a miracle as request one."

Let's see. Numerous shadowy gods grant spells to people who don't even follow them. Take, for example, Faerun. It has a dead god, Ibrundil. God of caves and stuff. Oddly enough, all its clerics that pray to Ibrundil still get their spells... Because Shar supplies them.

It applies in other places too, and in many places, the Miracle would be granted by an ideal.

I can't see many gods of trickery/deception/illusion, that wouldn't heed the call.

Biffoniacus_Furiou
2008-10-24, 03:29 AM
"As long as you are standing on stone or unworked earth (including normal soil), you can use the Heighten Spell feat to added effect."

In terms of game mechanics, "standing" is the opposite of "prone" so as long as you're not prone, you qualify for the standing portion. Whether or not any dirt in your shoes is considered "worked" is irrelevant if you get shoes/sandals with the soles made from stone slabs, as stone doesn't matter if it is natural, carved, or otherwise worked. As long as you aren't prone you're considered standing, and if your feet are on those stone slabs you're considered to be standing on stone.


Since most builds use Earth Spell with Signature Spell to spontaneously convert Silent Image into any Shadow spell, you may as well take Ability Focus: Silent Image from the good ol' Monster Manual to get +2 to all your offensive spell DCs.

monty
2008-10-24, 09:36 AM
Since most builds use Earth Spell with Signature Spell to spontaneously convert Silent Image into any Shadow spell, you may as well take Ability Focus: Silent Image from the good ol' Monster Manual to get +2 to all your offensive spell DCs.

Does the feat really work that way?

Keld Denar
2008-10-24, 09:57 AM
No, you can't take ability focus for a spell, or spell school, or spellcasting in general. It doesn't meet the prereqs. If you had spellcasting as a (SU) like some outsiders, or as an (EX) or even a (SP), then I suppose you probably could, but not the way a caster gets it. PC casting isn't discribed under any of the above discripters.

Also, the whole Signature Spell Silent Image thing also kinda doesn't work. Applying metamagic to spells cast spontaneously increases the casting time to a full round action. Heighten is the metamagic you are applying. Its not just a sorcerer stigmata. Its the same as clerics dropping prepared spells to cast cures with metamagic applied. Check out the general discription of metamagic feats in the PHB, I'm pretty sure its detailed out there. I'd cite it, but I'm at work and all the SRD sites are blocked.

monty
2008-10-24, 11:35 AM
Also, the whole Signature Spell Silent Image thing also kinda doesn't work. Applying metamagic to spells cast spontaneously increases the casting time to a full round action. Heighten is the metamagic you are applying. Its not just a sorcerer stigmata. Its the same as clerics dropping prepared spells to cast cures with metamagic applied. Check out the general discription of metamagic feats in the PHB, I'm pretty sure its detailed out there. I'd cite it, but I'm at work and all the SRD sites are blocked.

So deal with it. Or take Rapid Spell (if you qualify; I don't remember the prerequisites offhand) if it really bothers you that much.

Lord Denyuar
2008-10-24, 12:13 PM
Question, by using the abilities of the shadow illusionists to mimic other spells with shadow spells, is it possible to make magic items based on certain spells with their shadow spells mimics? If so, wouldn't you want to make anything as a gnome shadow illusionist if you raised your caster level for your specialty (illusions) and the item would then based on your shadow spell caster level?

monty
2008-10-24, 12:21 PM
No, because you're not actually casting the spell in question, you're just mimicking its effects.

Keld Denar
2008-10-24, 12:28 PM
You mean, like a Wand of Shadowed Fireballs?

Nah, because the item doesn't translate your special abilities, it would end up being a Wand of Heightened (3rd) Silent Image. It wouldn't get the benefits of the Shadow Illusion ability, or the CL bump from Earth Spell.

Then, if the ScM tried to use the wand to cast a 3rd level Silent Image, he still couldn't apply Shadow Illusion to it, since as a spell trigger item, all of the parameters are set by the wand, rather than the caster.

This is, unless you read VERY loosely in the FAQ about applying Augmented Summoning to a wand. Even then, you'd have to make a Wand of Heightened (4th) Silent Image to get a Fireball, since Shadow Illusion gives 1 level lower, and you wouldn't have the benefits of Earth Spell.

Biffoniacus_Furiou
2008-10-24, 02:31 PM
No, you can't take ability focus for a spell, or spell school, or spellcasting in general. It doesn't meet the prereqs. If you had spellcasting as a (SU) like some outsiders, or as an (EX) or even a (SP), then I suppose you probably could, but not the way a caster gets it. PC casting isn't discribed under any of the above discripters.

Also, the whole Signature Spell Silent Image thing also kinda doesn't work. Applying metamagic to spells cast spontaneously increases the casting time to a full round action. Heighten is the metamagic you are applying. Its not just a sorcerer stigmata. Its the same as clerics dropping prepared spells to cast cures with metamagic applied. Check out the general discription of metamagic feats in the PHB, I'm pretty sure its detailed out there. I'd cite it, but I'm at work and all the SRD sites are blocked.

According to the FAQ: "You can use the Ability Focus feat with pretty much anything that you can use to hurt or hinder a foe and that allows a saving throw. A short list includes the monk’s stunning attack, the assassin’s death attack, and the bard’s fascinate ability. Things that don’t allow saving throws, such as sneak attacks, aren’t affected."

Spells can clearly hurt or hinder a foe, and allow a saving throw, and any monster with a racial spellcasting ability has spellcasting listed under its special attacks in its statistics block. Therefore, yes you can take Ability Focus for spellcasting in some way. There is absolutely nothing as-written or as-intended that even implies that you cannot do this. Some will even suggest that you can take Ability Focus: Spellcasting and get +2 DC to all your spells, which should clearly not be allowed. The FAQ goes on to specify that when selecting the feat for spell-like abilities, you must specify a single spell-like ability to which it will apply. Ability Focus when applied to spellcasting should be treated the same way: select one specific spell you can cast that allows a saving throw, that spell gets +2 DC.

Rapid Metamagic, Complete Mage, requires 12 ranks in Spellcraft. You can get it at level 9, Shadowcraft Mage grants Shadow Illusion at character level 10. When you get the Signature Spell: Silent Image -> Shadow Illusion trick you no longer take extra time to cast it with metamagic. Even if you don't get Rapid Metamagic, there's nothing wrong with spending full-round actions to cast, it's not like the casting time is increased to 1 round like it takes to cast a Summon Monster spell. Your spells still go off at the end of your own round, you're not casting until the start of your next action so opponents can poke holes in you on their turns and force a Concentration check. Spending a full-round action to cast is only a minor drawback to such versatility.

Draz74
2008-10-24, 03:21 PM
Hmm...

Find a couple chunks of (natural) rock that you can tape to your feet. Then fly upside down. Assuming a subjective "up," that can still be considered standing on them (acceleration, simulated or otherwise, creating a force against your feet).

I take no responsibility for any catgirl deaths caused by the content of this post.

I approve this post in the name of physicists, and hereby accept responsibility for these Catgirl deaths.

Though I would probably veto this as a DM. :smallfrown:

Baron Malkar
2008-12-07, 09:17 PM
I may have discovered a flaw with the lowered heightened spell cost trick.

It seems that heighten spell says:

The heightened spell is as difficult to prepare and cast as a spell of its effective level
Since Easy/Practical Metamagic don't reduce the effective level of the spell they would not make the spell easier to cast.

As a side benefit that could also mean that a Heightened (4th level), Empowered, Maximized fireball would be as easy to cast as its effective level(4th).:smallbiggrin:

If there are any flaws with my logic please let me know.

Sstoopidtallkid
2008-12-07, 11:49 PM
I may have discovered a flaw with the lowered heightened spell cost trick.

It seems that heighten spell says:

Since Easy/Practical Metamagic don't reduce the effective level of the spell they would not make the spell easier to cast.

As a side benefit that could also mean that a Heightened (4th level), Empowered, Maximized fireball would be as easy to cast as its effective level(4th).:smallbiggrin:

If there are any flaws with my logic please let me know....

I really hope that doesn't work.

Biffoniacus_Furiou
2008-12-08, 12:41 AM
The old trick was to just take the Heighten Spell feat if you had any other metamagic feats at all. A Maximized Fireball is cast from a 6th level spell slot, so Heighten Spell makes it count as a 6th level spell at no additional cost. From what I understand this was either errated or FAQed and no longer works, but I'm not going to go digging for it.

Effects like Easy Metamagic, Practical Metamagic, and Metamagic School Focus with Heighten Spell are indeed subject to DM approval. Earth Spell's free +1 additional level still works just fine, and the basic premise behind the build is still just as viable without those tricks. That opens up spare feats for things like Silent, Still, and Flash Frost Spell which with Arcane Thesis become free.

mabriss lethe
2008-12-08, 01:32 AM
Arcane preparation feat also nixes the full round casting time for spontaneous MM casting. Just Heighten a whole bunch of your spells (silent image) and prepare them in advance at various spell levels.

Keld Denar
2008-12-08, 01:50 AM
Arcane preparation feat also nixes the full round casting time for spontaneous MM casting. Just Heighten a whole bunch of your spells (silent image) and prepare them in advance at various spell levels.

Arcane Prep kind of counters the whole reason to take Signature Spell(Silent Image), which is to be able to spontaneously convert spells into Heightened Silent Images.

That would mean you are a prepared caster who gains the ability to cast spontaneously, then fixes those spontanous slots down by preparing them, which can then be converted spontanously, which allows the caster to prepare them, ad nosium.

Kind of....wierd...

Of course, if you build ScM on a Sorc base, that would probably be a wise idea, but then you lose out on all of the juicy Gnome Illusionist racial subs and Master Specialist esoterica...which makes Killer Gnome cry. And you don't want to make him cry...its not pretty.

kpenguin
2008-12-08, 02:46 AM
Hey, I thought this thread was about illusionists, not thread necromancers.

Eldariel
2008-12-08, 08:32 AM
There's always Rapid Metamagic and the ACF Metamagic Specialist to sidestep the increased casting time.

OverdrivePrime
2008-12-08, 11:46 AM
So, I think we all agree that illusionists are pretty sweet. Sweeter even, than ninja pirates that ride robots.

However, most of the "OMGWTFPWN3D!" Illusionists out there are gnomes who get to use that delicious Shadowcraft Mage PrC and other gnomely coolness. Indeed, it often seems to me that the only reason to play a gnome is to be ridiculously good at illusifying. (yay for made-up words!)

Unfortunately - as most of you are aware - there is also a lot of gnome hate out there. Several of the DMs I game with have worlds without gnomes, or have them NPCs only. (even prior to 4th edition!) I don't particularly like them much either, but just make them rare in my worlds so that I don't have to NPC a lot of the little buggers.

So, how do you make an incredible illusionist when you can't go gnomish? Human Illusionist 6/Master Specialist 10/Archmage 4? What paths to illusionary greatness would you guys recommend for the tall folk?

monty
2008-12-08, 11:58 AM
I may have discovered a flaw with the lowered heightened spell cost trick.

It seems that heighten spell says:

Since Easy/Practical Metamagic don't reduce the effective level of the spell they would not make the spell easier to cast.

As a side benefit that could also mean that a Heightened (4th level), Empowered, Maximized fireball would be as easy to cast as its effective level(4th).:smallbiggrin:

If there are any flaws with my logic please let me know.

I'm pretty sure that just means that if you heighten it X levels, the spell slot also increases by X. To interpret it your way is just silly.

Baron Malkar
2008-12-08, 02:53 PM
I'm pretty sure that just means that if you heighten it X levels, the spell slot also increases by X. To interpret it your way is just silly.

I know its silly.

Just because its silly dose not disqualify it from RAW.:smalltongue:

Just look at the delay death/bucket of water, healing trick.:smallfrown:


The old trick was to just take the Heighten Spell feat if you had any other metamagic feats at all. A Maximized Fireball is cast from a 6th level spell slot, so Heighten Spell makes it count as a 6th level spell at no additional cost. From what I understand this was either errated or FAQed and no longer works, but I'm not going to go digging for it.

Effects like Easy Metamagic, Practical Metamagic, and Metamagic School Focus with Heighten Spell are indeed subject to DM approval. Earth Spell's free +1 additional level still works just fine, and the basic premise behind the build is still just as viable without those tricks. That opens up spare feats for things like Silent, Still, and Flash Frost Spell which with Arcane Thesis become free.

If my idea works then you wouldnt need Arcane Thesis, Heighten Spell would do it better.:smalltongue: