Post by Deleted on May 4, 2009 21:11:14 GMT
This build pre-dates >15 server updates and is not updated - use at your own risk; some of the advice is still relevant but much including feat and spell selection does not account for new spells, new areas, a reduced server population, pre LL level tags having relevance and paragon levels. USE AT YOUR OWN RISK
Mistress of the Coven
Arcane casters are a very friendly choice for a new player to Higher Ground. Scrolls greatly assist the early levelling process and once above level 20 an arcane caster with the right spell focii will become a boon to parties all the way through the legendary levels and beyond.
With some monsters saves balanced to be at least somewhat challenging to all players up to and including Beyond Ultra Rare demigods an open sub-race needs to go the extra mile to squeeze out arcane power.
Spell DC (difficulty class) and spell penetration govern the effectiveness of a caster's spells and a pure sorceror gets a +1 bonus to both. For an open sub race caster the performance benefits are huge.
At level 60 this sorceror will have spell penetration of 69 compared to a paladin splash build operating with 67. For an enemy with a spell resistance of 80 this character will beat SR 50% of the time compared to 40% for the splash build. That means 20% more spells hitting home.
Similarly with difficulty class an enemy that usually fails on a roll of 1-4 for a splash build sorceror will fail on a 1-5 with this character. This is a 25% increase in effectiveness.
Additionally a sorceror gets a 1.5x bonus to spell slots from items allowing those with relatively little gear to enjoy playing the class without frequent rest stops. The ability to channel slots allows a sorceror to temporarily increase their effectiveness by using additional spell slots.
There are some sacrafices defensively. This sorceror relies purely on defensive spells for survival and has horrible saves that will require that they stay out of the front lines and deliver ranged spells wherever possible. This is a glass cannon sorceror but with some practice can be played to devastating effect in most areas of the module.
It will be important to get hold of both immunity to Breach and Mordenkain's Disjunction items so that your defensive buffs are not removed.
This build has:
With this build a new player can level to 40 easily and be a strong contributor to any Legendary Level run. With this build a player will be able to explore most areas on the server and develop tactics, skills and equipment that will build a very solid foundation. This build lacks Greater Ruin and has poor saves which may make it challenging for a player wanting to explore the Hells and reincarnation and new spell selections are recommended once level 60 is reached and a secret or better sub-race has been acquired.
Base Race: Human
Subrace: Yuan-Ti
CHA +2, INT +1, DEX +1, WIS-3, STR -1m +5 Spellcraft, sr5 +1/lvl, speaks Draconic, speaks Yuan-ti
Alignment: any
Statistics
Strength 8(7)
Constitution 14
Dexterity 13(14)
Wisdom 8(5)
Intelligence 11(12)
Charisma 18(20)
Pre-Epic Levels
Level 1, Sorcerer
Feats: Metamagic (Silent Spell), Spell Penetration
Skill points: Maximize Concentration, Spellcraft (save rest)
Metamagic (Silent Spell), spells cast “silently" allow you to continue to function under the effect of a silence aura. This is extremely useful in some areas of the module.
Silent casting also gives you the option to use a spell one tier higher than its base level. This allows you to diversify your casting and cast more of the spells you need on what may be a useless tier of spells in a particular situation.
Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 1st of 4 spell penetration feats. Failure to take these feats will cause your caster’s spells to bounce harmlessly off most monsters in high level areas.
Level 2, Sorcerer
Level 3, Sorcerer
Feat: Spell Focus (Illusion)
Spell Focus (Illusion), is the 1st of 4 spell focuses in Illusion. This feat increases the D/C of all Illusion spells and qualifies you for the feat Greater Spell Focus (Illusion).
Level 4, Sorcerer
Stat Increase: Charisma
Level 5, Sorcerer
Level 6, Sorcerer
Feat: Greater Spell Focus (Illusion)
Greater Spell Focus (Illusion), is the 2nd of 4 spell focuses in Illusion. This feat increases the D/C of all Illusion spells and qualifies you for the feat Epic Spell Focus (Illusion).
Level 7, Sorcerer
Level 8, Sorcerer
Stat Increase: Charisma
Level 9, Sorcerer
Feat: Spell Focus (Necromancy)
Spell Focus (Necromancy), is the 1st of 4 spell focuses in Necromancy. This feat increases the D/C of all Necromancy spells and qualifies you for the feat Greater Spell Focus (Necromancy).
Level 10, Sorcerer
Level 11, Sorcerer
Level 12, Sorcerer
Feat: Greater Spell Focus (Necromancy)
Stat Increase: Charisma
Spell Focus (Necromancy), is the 2nd of 4 spell focuses in Necromancy. This feat increases the D/C of all Necromancy spells and qualifies you for the feat Greater Spell Focus (Necromancy). You will find the spells Circle of Death and Undeath to Death (level 6) to be extremely useful while levelling to 40.
Level 13, Sorcerer
Level 14, Sorcerer
Level 15, Sorcerer
Feat: Metamagic (Empower Spell)
Metamagic (Empower Spell), spells cast “empowered" have all variable, numeric effects increased by 50%. Empower also gives you the option to use a spell two tiers higher than its base level. This allows you to diversify your casting and cast more of the spells you need on what may be a useless tier of spells in a particular situation.
Level 16, Sorcerer
Stat Increase: Charisma
Level 17, Sorcerer
Level 18, Sorcerer
Feat: Greater Spell Penetration
Greater Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 19, Sorcerer
Level 20, Sorcerer
Stat Increase: Charisma
Statistics @20
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 25
Epic Levels
Level 21, Sorcerer
Feat: Epic Spell Focus (Necromancy)
Epic Spell Focus (Necromancy), is the 3rd of 4 spell focus feats in Necromancy. It will increase the D/C of all necromancy spells (including your most important instant death spells Circle of Death, Death to Undeath and Wail of the Banshee). It will also improve the D/C of your powerful debuffing spells that you can use to debilitate an enemy (Bestow Curse, Enervation and Energy Drain). It also qualifies you for the Epic Spell: Death of Magic, that temporarily stops opponents from casting any magical spells for a short time once per day, if you can find it.
Level 22, Sorcerer
Level 23, Sorcerer
Feat: Epic Spell Penetration
Epic Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 24, Sorcerer
Feat: Epic Spell Focus (Illusion)
Stat Increase: Charisma
Epic Spell Focus (Illusion), is the 3rd of 4 spell focus feats in Illusion. It will increase the D/C of all illusion spell (including your most important instant death spell Weird). It also qualifies you for the Epic Spell: Starfire, a powerful damage spell that knockdowns opponents once per day, if you can find it.
Level 25, Sorcerer
Level 26, Sorcerer
Feat: Great Charisma 1
Great Charisma 1, Every 2 charisma increases your spell D/C by 1.
Level 27, Sorcerer
Feat: Great Charisma 2
Great Charisma 2, Every 2 charisma increases your spell D/C by 1.
Level 28, Sorcerer
Stat Increase: Charisma
Level 29, Sorcerer
Feat: Great Charisma 3
Great Charisma 3, Every 2 charisma increases your spell D/C by 1.
Level 30, Sorcerer
Feat: Great Charisma 4
Great Charisma 4, Every 2 charisma increases your spell D/C by 1.
Level 31, Sorcerer
Level 32, Sorcerer
Feat: Great Charisma 5
Stat Increase: Charisma
Great Charisma 5, Every 2 charisma increases your spell D/C by 1.
Level 33, Sorcerer
Feat: Great Charisma 6
Great Charisma 6, Every 2 charisma increases your spell D/C by 1.
Level 34, Sorcerer
Level 35, Sorcerer
Feat: Great Charisma 7
Great Charisma 7, Every 2 charisma increases your spell D/C by 1.
Level 36, Sorcerer
Feat: Great Charisma 8
Stat Increase: Charisma
Great Charisma 8, Every 2 charisma increases your spell D/C by 1.
Level 37, Sorcerer
Level 38, Sorcerer
Feat: Great Charisma 9
Great Charisma 9, Every 2 charisma increases your spell D/C by 1.
Level 39, Sorcerer
Feat: Great Charisma 10
Great Charisma 10, Every 2 charisma increases your spell D/C by 1.
Level 40, Sorceror
Skills (Maximize: Spell craft, Lore, Discipline, Concentration)
Stat Increase: Charisma
Legendary Levels
Level 41
You can read a Tome of Knowledge as early as level 41. This feat will also increase the D/C and power of any spells in this school. The Evocation tome is recommended for this build and will give you Epic Spell Focus (Evocation). Tomes are found as loot drops in certain areas of the module and the Evocation tome is much easier to get your hands on than some others.
Level 42
Feat: Legendary Spell Focus (Necromancy)
Stat Increase: Charisma
Legendary Spell Focus (Necromancy), The fourth of four spell focus Feats in Necromancy. This focus increases the D/C of all spells in the Necromancy school.
Level 43
Skills (Maximize: Spell craft, Lore, Discipline, Concentration spend the remainder on Tumble). Follow this pattern from now on until level 58 when you can stop putting points into Tumble.
Level 44
Stat Increase: Charisma
Level 45
Feat: Legendary Spell Penetration
Legendary Spell Penetration, Spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 4th of 4 feats.
Level 46
Stat Increase: Charisma
Level 47
Level 48
Feat: Legendary Spell Focus (Illusion)
Stat Increase: Charisma
Legendary Spell Focus (Illusion), The fourth of four spell focus Feats in Illusion. This focus increases the D/C of all spells in the Illusion school (including you most important instant death spell Weird).
Level 49
Level 50
Stat Increase: Charisma
Level 51
Feat: Spell Focus (Transmutation)
Spell Focus (Transmutation), The first of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone.
Level 52
Stat Increase: Charisma
Level 53
Level 54
Feat: Greater Spell Focus (Transmutation)
Stat Increase: Charisma
Greater Spell Focus (Transmutation), The second of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone.
Level 55
Level 56
Stat Increase: Charisma
Level 57
Feat: Epic Spell Focus (Transmutation)
Epic Spell Focus (Transmutation), The third of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone. You now qualify for the Epic Spell: Transmute Barrier (if you can find it).
Level 58
Stat Increase: Charisma
Level 59
Level 60
Feat: Legendary Spell Focus (Transmutation)
Stat Increase: Charisma
Legendary Spell Focus (Transmutation),
Legendary Spell Focus (Transmutation), The fourth of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone.
Statistics @60
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 50
Skills
Spell craft 63
Skill required to effectively counterspell. Slotted to increase spell damage at some future time.
Lore 63
Helps to identify items. Slotted to increase spell damage at some future time
Discipline 32
Helps ward against discipline checks, which are commonplace on this server
Concentration 63
Helps prevent spells from being disrupted while casting, and wards against concentration checks.
Tumble 30
Every 5 points of tumble will grant you 1 point of AC. Going over 60 in this skill will not grant you any extra AC.
Spell Selection up to level 57
Level 1
Endure elemental (increases elemental immunity)
Expeditious Retreat (increases your characters speed)
Ice Daggers (powerful cold damage spell, hits a single target, when maximized)
Horizikaul’s Boom (sonic damage spell)
Grease (slows opponents and causes knockdown)
Level 2
Flame weapon (weapon buff, adds fire damage to weapons)
Ghostly Visage (no timer sanctuary spell)
Melf’s Acid Arrow (acid damage spell)
Balagarn’s Iron Horn (potentially knocks down victims)
Combust (fire damage spell, useful for breaking tough objects)
Level 3
Displacement (buff party members with extended concealment)
Gust of Wind(dispels clouds/area of effect spells, has chance of destroying "cloud like beings")
Mestil's Acid Breath (acid damage spell)
Keen Edge (keen party members weapon increasing their critical hit range)
Level 4
Enervation (lower enemy immunities)
Ice Storm (cold damage spell, useful for breaking objects)
Stoneskin (Soaks physical damage)
Bestow Curse (Lowers Ability Scores and SR)
Level 5
Bigby’s Interposing Hand (lowers a targets AB)
Energy Buffer (powerful elemental resistance buff)
Ball Lightning (your only electric damage spell)
Firebrand (area fire damage spell)
Level 6
Circle of Death (long range instant death spell)
Ethereal Visage (your main conceal buff, very important to have on at all times)
Undeath to Death (long range instant death spell for undead)
Level 7
Finger of Death (negative damage spell with a chance for instant kill)
Bigsby’s Grasping Hand (generic crowd control spell)
Great Thunderclap (stuns and sonic damage spell)
Level 8
Sunburst (AoE mass damage to undead and magic damage to everything else)
Premonition (Important damage soaking buff)
Horrid Wilting (Magic Damage spell, good for many bosses and general use)
Level 9
Energy Drain (drains creature levels and empowers your spell casting)
Meteor Swarm (Divine damage spell)
Weird (area instant kill spell, checks against will saves, and respects mind and fear immunity)
Spell Selection up to level 57-60
Switch out Death to Undeath for Flesh to Stone (powerful immobilizing spell with +5 to D/C bonus)
Mistress of the Coven
Arcane casters are a very friendly choice for a new player to Higher Ground. Scrolls greatly assist the early levelling process and once above level 20 an arcane caster with the right spell focii will become a boon to parties all the way through the legendary levels and beyond.
With some monsters saves balanced to be at least somewhat challenging to all players up to and including Beyond Ultra Rare demigods an open sub-race needs to go the extra mile to squeeze out arcane power.
Spell DC (difficulty class) and spell penetration govern the effectiveness of a caster's spells and a pure sorceror gets a +1 bonus to both. For an open sub race caster the performance benefits are huge.
At level 60 this sorceror will have spell penetration of 69 compared to a paladin splash build operating with 67. For an enemy with a spell resistance of 80 this character will beat SR 50% of the time compared to 40% for the splash build. That means 20% more spells hitting home.
Similarly with difficulty class an enemy that usually fails on a roll of 1-4 for a splash build sorceror will fail on a 1-5 with this character. This is a 25% increase in effectiveness.
Additionally a sorceror gets a 1.5x bonus to spell slots from items allowing those with relatively little gear to enjoy playing the class without frequent rest stops. The ability to channel slots allows a sorceror to temporarily increase their effectiveness by using additional spell slots.
There are some sacrafices defensively. This sorceror relies purely on defensive spells for survival and has horrible saves that will require that they stay out of the front lines and deliver ranged spells wherever possible. This is a glass cannon sorceror but with some practice can be played to devastating effect in most areas of the module.
It will be important to get hold of both immunity to Breach and Mordenkain's Disjunction items so that your defensive buffs are not removed.
This build has:
- Legendary focii in Illusion, Necromancy and Transmutation
- Free channeling for +1 to spell D/C's and +1 spell penetration
- Casting D/C equivalent to a UR or Secret race mage
- Epic spell focus in Evocation for a broad range of damage spells
- Experience bonus from Yuan-Ti for fast levelling
- Spell focii planned for easy levelling using Necromancy spells up to level 40 and adding Evocation and Transmutation in Legendary Levels
With this build a new player can level to 40 easily and be a strong contributor to any Legendary Level run. With this build a player will be able to explore most areas on the server and develop tactics, skills and equipment that will build a very solid foundation. This build lacks Greater Ruin and has poor saves which may make it challenging for a player wanting to explore the Hells and reincarnation and new spell selections are recommended once level 60 is reached and a secret or better sub-race has been acquired.
Base Race: Human
Subrace: Yuan-Ti
CHA +2, INT +1, DEX +1, WIS-3, STR -1m +5 Spellcraft, sr5 +1/lvl, speaks Draconic, speaks Yuan-ti
Alignment: any
Statistics
Strength 8(7)
Constitution 14
Dexterity 13(14)
Wisdom 8(5)
Intelligence 11(12)
Charisma 18(20)
Pre-Epic Levels
Level 1, Sorcerer
Feats: Metamagic (Silent Spell), Spell Penetration
Skill points: Maximize Concentration, Spellcraft (save rest)
Metamagic (Silent Spell), spells cast “silently" allow you to continue to function under the effect of a silence aura. This is extremely useful in some areas of the module.
Silent casting also gives you the option to use a spell one tier higher than its base level. This allows you to diversify your casting and cast more of the spells you need on what may be a useless tier of spells in a particular situation.
Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 1st of 4 spell penetration feats. Failure to take these feats will cause your caster’s spells to bounce harmlessly off most monsters in high level areas.
Level 2, Sorcerer
Level 3, Sorcerer
Feat: Spell Focus (Illusion)
Spell Focus (Illusion), is the 1st of 4 spell focuses in Illusion. This feat increases the D/C of all Illusion spells and qualifies you for the feat Greater Spell Focus (Illusion).
Level 4, Sorcerer
Stat Increase: Charisma
Level 5, Sorcerer
Level 6, Sorcerer
Feat: Greater Spell Focus (Illusion)
Greater Spell Focus (Illusion), is the 2nd of 4 spell focuses in Illusion. This feat increases the D/C of all Illusion spells and qualifies you for the feat Epic Spell Focus (Illusion).
Level 7, Sorcerer
Level 8, Sorcerer
Stat Increase: Charisma
Level 9, Sorcerer
Feat: Spell Focus (Necromancy)
Spell Focus (Necromancy), is the 1st of 4 spell focuses in Necromancy. This feat increases the D/C of all Necromancy spells and qualifies you for the feat Greater Spell Focus (Necromancy).
Level 10, Sorcerer
Level 11, Sorcerer
Level 12, Sorcerer
Feat: Greater Spell Focus (Necromancy)
Stat Increase: Charisma
Spell Focus (Necromancy), is the 2nd of 4 spell focuses in Necromancy. This feat increases the D/C of all Necromancy spells and qualifies you for the feat Greater Spell Focus (Necromancy). You will find the spells Circle of Death and Undeath to Death (level 6) to be extremely useful while levelling to 40.
Level 13, Sorcerer
Level 14, Sorcerer
Level 15, Sorcerer
Feat: Metamagic (Empower Spell)
Metamagic (Empower Spell), spells cast “empowered" have all variable, numeric effects increased by 50%. Empower also gives you the option to use a spell two tiers higher than its base level. This allows you to diversify your casting and cast more of the spells you need on what may be a useless tier of spells in a particular situation.
Level 16, Sorcerer
Stat Increase: Charisma
Level 17, Sorcerer
Level 18, Sorcerer
Feat: Greater Spell Penetration
Greater Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 19, Sorcerer
Level 20, Sorcerer
Stat Increase: Charisma
Statistics @20
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 25
Epic Levels
Level 21, Sorcerer
Feat: Epic Spell Focus (Necromancy)
Epic Spell Focus (Necromancy), is the 3rd of 4 spell focus feats in Necromancy. It will increase the D/C of all necromancy spells (including your most important instant death spells Circle of Death, Death to Undeath and Wail of the Banshee). It will also improve the D/C of your powerful debuffing spells that you can use to debilitate an enemy (Bestow Curse, Enervation and Energy Drain). It also qualifies you for the Epic Spell: Death of Magic, that temporarily stops opponents from casting any magical spells for a short time once per day, if you can find it.
Level 22, Sorcerer
Level 23, Sorcerer
Feat: Epic Spell Penetration
Epic Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 24, Sorcerer
Feat: Epic Spell Focus (Illusion)
Stat Increase: Charisma
Epic Spell Focus (Illusion), is the 3rd of 4 spell focus feats in Illusion. It will increase the D/C of all illusion spell (including your most important instant death spell Weird). It also qualifies you for the Epic Spell: Starfire, a powerful damage spell that knockdowns opponents once per day, if you can find it.
Level 25, Sorcerer
Level 26, Sorcerer
Feat: Great Charisma 1
Great Charisma 1, Every 2 charisma increases your spell D/C by 1.
Level 27, Sorcerer
Feat: Great Charisma 2
Great Charisma 2, Every 2 charisma increases your spell D/C by 1.
Level 28, Sorcerer
Stat Increase: Charisma
Level 29, Sorcerer
Feat: Great Charisma 3
Great Charisma 3, Every 2 charisma increases your spell D/C by 1.
Level 30, Sorcerer
Feat: Great Charisma 4
Great Charisma 4, Every 2 charisma increases your spell D/C by 1.
Level 31, Sorcerer
Level 32, Sorcerer
Feat: Great Charisma 5
Stat Increase: Charisma
Great Charisma 5, Every 2 charisma increases your spell D/C by 1.
Level 33, Sorcerer
Feat: Great Charisma 6
Great Charisma 6, Every 2 charisma increases your spell D/C by 1.
Level 34, Sorcerer
Level 35, Sorcerer
Feat: Great Charisma 7
Great Charisma 7, Every 2 charisma increases your spell D/C by 1.
Level 36, Sorcerer
Feat: Great Charisma 8
Stat Increase: Charisma
Great Charisma 8, Every 2 charisma increases your spell D/C by 1.
Level 37, Sorcerer
Level 38, Sorcerer
Feat: Great Charisma 9
Great Charisma 9, Every 2 charisma increases your spell D/C by 1.
Level 39, Sorcerer
Feat: Great Charisma 10
Great Charisma 10, Every 2 charisma increases your spell D/C by 1.
Level 40, Sorceror
Skills (Maximize: Spell craft, Lore, Discipline, Concentration)
Stat Increase: Charisma
Legendary Levels
Level 41
You can read a Tome of Knowledge as early as level 41. This feat will also increase the D/C and power of any spells in this school. The Evocation tome is recommended for this build and will give you Epic Spell Focus (Evocation). Tomes are found as loot drops in certain areas of the module and the Evocation tome is much easier to get your hands on than some others.
Level 42
Feat: Legendary Spell Focus (Necromancy)
Stat Increase: Charisma
Legendary Spell Focus (Necromancy), The fourth of four spell focus Feats in Necromancy. This focus increases the D/C of all spells in the Necromancy school.
Level 43
Skills (Maximize: Spell craft, Lore, Discipline, Concentration spend the remainder on Tumble). Follow this pattern from now on until level 58 when you can stop putting points into Tumble.
Level 44
Stat Increase: Charisma
Level 45
Feat: Legendary Spell Penetration
Legendary Spell Penetration, Spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 4th of 4 feats.
Level 46
Stat Increase: Charisma
Level 47
Level 48
Feat: Legendary Spell Focus (Illusion)
Stat Increase: Charisma
Legendary Spell Focus (Illusion), The fourth of four spell focus Feats in Illusion. This focus increases the D/C of all spells in the Illusion school (including you most important instant death spell Weird).
Level 49
Level 50
Stat Increase: Charisma
Level 51
Feat: Spell Focus (Transmutation)
Spell Focus (Transmutation), The first of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone.
Level 52
Stat Increase: Charisma
Level 53
Level 54
Feat: Greater Spell Focus (Transmutation)
Stat Increase: Charisma
Greater Spell Focus (Transmutation), The second of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone.
Level 55
Level 56
Stat Increase: Charisma
Level 57
Feat: Epic Spell Focus (Transmutation)
Epic Spell Focus (Transmutation), The third of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone. You now qualify for the Epic Spell: Transmute Barrier (if you can find it).
Level 58
Stat Increase: Charisma
Level 59
Level 60
Feat: Legendary Spell Focus (Transmutation)
Stat Increase: Charisma
Legendary Spell Focus (Transmutation),
Legendary Spell Focus (Transmutation), The fourth of four spell focus feats in Transmutation. This focus increases the D/C of all spells in the Transmutation school including some excellent disabling spells such as Flesh to Stone.
Statistics @60
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 50
Skills
Spell craft 63
Skill required to effectively counterspell. Slotted to increase spell damage at some future time.
Lore 63
Helps to identify items. Slotted to increase spell damage at some future time
Discipline 32
Helps ward against discipline checks, which are commonplace on this server
Concentration 63
Helps prevent spells from being disrupted while casting, and wards against concentration checks.
Tumble 30
Every 5 points of tumble will grant you 1 point of AC. Going over 60 in this skill will not grant you any extra AC.
Spell Selection up to level 57
Level 1
Endure elemental (increases elemental immunity)
Expeditious Retreat (increases your characters speed)
Ice Daggers (powerful cold damage spell, hits a single target, when maximized)
Horizikaul’s Boom (sonic damage spell)
Grease (slows opponents and causes knockdown)
Level 2
Flame weapon (weapon buff, adds fire damage to weapons)
Ghostly Visage (no timer sanctuary spell)
Melf’s Acid Arrow (acid damage spell)
Balagarn’s Iron Horn (potentially knocks down victims)
Combust (fire damage spell, useful for breaking tough objects)
Level 3
Displacement (buff party members with extended concealment)
Gust of Wind(dispels clouds/area of effect spells, has chance of destroying "cloud like beings")
Mestil's Acid Breath (acid damage spell)
Keen Edge (keen party members weapon increasing their critical hit range)
Level 4
Enervation (lower enemy immunities)
Ice Storm (cold damage spell, useful for breaking objects)
Stoneskin (Soaks physical damage)
Bestow Curse (Lowers Ability Scores and SR)
Level 5
Bigby’s Interposing Hand (lowers a targets AB)
Energy Buffer (powerful elemental resistance buff)
Ball Lightning (your only electric damage spell)
Firebrand (area fire damage spell)
Level 6
Circle of Death (long range instant death spell)
Ethereal Visage (your main conceal buff, very important to have on at all times)
Undeath to Death (long range instant death spell for undead)
Level 7
Finger of Death (negative damage spell with a chance for instant kill)
Bigsby’s Grasping Hand (generic crowd control spell)
Great Thunderclap (stuns and sonic damage spell)
Level 8
Sunburst (AoE mass damage to undead and magic damage to everything else)
Premonition (Important damage soaking buff)
Horrid Wilting (Magic Damage spell, good for many bosses and general use)
Level 9
Energy Drain (drains creature levels and empowers your spell casting)
Meteor Swarm (Divine damage spell)
Weird (area instant kill spell, checks against will saves, and respects mind and fear immunity)
Spell Selection up to level 57-60
Switch out Death to Undeath for Flesh to Stone (powerful immobilizing spell with +5 to D/C bonus)