Post by ZeroGravitySE on May 27, 2006 4:49:08 GMT
Name: Dwarven Higher Ground Wizard
RACE: Dwarf
Subrace: Dwarf - Derrzagon
Level Progression: 40 Wizard
Dwarf: +2con -2cha
"Dwarf - Derrzagon"- requires Dwarf
DEX +2, INT +2, WIS -2, CHR -2, SR18, free feats: Blind Fight & Keen Sense, resist acid 5/- resist fire 5/-
STATS:
==============
STR: 8 (8)
DEX: 8 (10)
CON: 18 (18)
WIS: 12 (10)
INT: 18 (20)
CHA: 6 (4)
School: General
Epic School Focus: Enchanment, Evocation, Necromancy
Bonus Book School Focus: Conjuration or Illusion
Main Skill Focus: Concentration, Craft Armor, Spellcraft, Tumble
[
RACE: Dwarf
Subrace: Dwarf - Derrzagon
Level Progression: 40 Wizard
Dwarf: +2con -2cha
"Dwarf - Derrzagon"- requires Dwarf
DEX +2, INT +2, WIS -2, CHR -2, SR18, free feats: Blind Fight & Keen Sense, resist acid 5/- resist fire 5/-
STATS:
==============
STR: 8 (8)
DEX: 8 (10)
CON: 18 (18)
WIS: 12 (10)
INT: 18 (20)
CHA: 6 (4)
School: General
Epic School Focus: Enchanment, Evocation, Necromancy
Bonus Book School Focus: Conjuration or Illusion
Main Skill Focus: Concentration, Craft Armor, Spellcraft, Tumble
[
]
====================
Toughness
Combat Casting
Spell Penetration
Still Spell
Maximize Spell
Greater Spell Penetration
Spell Focus: Evocation
Greater Spell Focus: Evocation
Spell Focus: Necromancy
Greater Spell Focus: Necromancy
Spell Focus: Enchanment
[[Epic Feats]]
====================
Epic Spell Penetration
Improved Combat Casting
Greater Spell Focus: Enchanment
Epic Spell Focus: Evocation
Epic Spell Focus: Necromancy
Epic Spell Focus: Enchanment
Great Intelligence I (1)
Great Intelligence II (2)
Great Intelligence III (3)
Great Intelligence IV (4)
Great Intelligence V (5)
Great Intelligence VI (6)
Great Intelligence VII (7)
[[Legendary Feats]]
====================
LL Spell Penetration
LL Spell Focus: Enchanment (GMW +14) or Empower Spell
LL Spell Focus: Evocation
LL Spell Focus: Necromancy
Great Intelligence VIII (8)
Great Intelligence IX (9)
Great Intelligence X (10)
[[Spells]]
==============
KEY
* = Defensive Spell
** = Offensive Spell
Cantrips
==============
ALL
Level 1 Spells
==============
Shield
Ray of Enfeeblement
Negative Energy Ray
Magic Missile
Mage Armor
Ice Dagger
Horizikaul's Boom
Burning Hands
Level 2 Spells
==============
Bull's Strength
Combust
Death Armor
Endurance
Flame Weapon
Fox's Cunning
Ghoul Touch
Melf's Acid Arrow
Ghostly Visage
Level 3 Spells
==============
Greater Magic Weapon (very important)
Find Traps
Fireball
Gust of Wind
Keen Edge
Lightning Bolt
Mestil's Acid Breath
Negative Energy Burst
Protection from Elements
Scintillating Sphere
Vampiric Touch
Magic Circle Against Alignment
Displacement
Level 4 Spells
==============
Bestow Curse
Elemental Shield
Enervation
Ice Storm
Improved Invisibility
Isaac's Lesser Missile Storm
Phantasmal Killer
Stoneskin
Wall of Fire
Remove Curse
Level 5 Spells
==============
Ball Lightning
Cloudkill
Cone of Cold
Energy Buffer
Firebrand
Lesser Spell Mantle
Mestil's Acid Sheath
Dismissal
Bigby's Interposing Hand
Level 6 Spells
==============
Acid Fog
Chain Lightning
Circle of Death
Ethereal Visage
Flesh to Stone
Tenser's Transformation
Globe of Invulnerability
Greater Stoneskin
Isaac's Greater Missile Storm
Undeath to Death
Greater Spell Breach
Greater Dispelling
Level 7 Spells
==============
Delayed Blast Fireball
Finger of Death
Great Thunderclap
Power Word Stun
Prisimatic Spray
Spell Mantle
Bigby's Grasping Hand
Level 8 Spells
==============
Blackstaff
Greater Sanctuary
Horrid Wilting
Incindiary Cloud
Premonition
Bigby's Clenched Fist
Level 9 Spells
==============
Black Blade of Disaster
Energy Drain
Greater Spell Mantle
Meteor Swarm
Power Word Kill
Summon Creature 9
Wierd
Time Stop
Wail of Banshee
Bigby's Crushing Hand
=======================
EPIC SPELLS
=======================
Starfire
School: Illusion
-----
Description:
Deeply dissatisfied with his school's inability to cause 'real' physical change in the world, Akir de'Bat, the greatest Illusionist of the Acedemy, continualy pushed the limits of phantasmal energy. His greatest creation, and his last, was this spell, for its discovery drove him utterly mad. In his quest for the 'real', he discovered enchantments so powerful that they could bind the caster's perception of reality, as well as the victim's. This spell creates the irrefutable impression in the caster that he is opening, for a brief instant, a portal to the heart of the Sun, unleashing its tremendous fury on his enemies. The caster's absolute conviction apparently denies his foes any chance of disbelief. Whether it actually DOES open a portal to the center of the Sun, no one will ever know, but the effects of the spell are undeniable.
-----
Effect:
This spell affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 3 points of magical damage, and knocking them to the ground for 2 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half.
Death of Magic
School: Necromancy
-----
Description:
True masters of the necromantic arts learn not only to perceive and snuff out the life force in living things, but to see the larger web of life in which all living things are linked, their life threads intertwining with those of other beings and with the planet itself. From this commingling comes the raw magical energy used to shape spells. While the life-threads of the planet are too immense for for any mortal to sever, the greatest necromancers of the Academy divined a way to 'pluck' at certain threads in such a manner as to cause a recoil in those threads, sending them careening away from the effected area for a short while, rendering it magic-dead.
-----
Effect:
All non-epic magic ceases to function in the entire area for 6 rounds. This means for monsters, AND for PCs.
Bigby Swarm
School: Conjuration
-----
Description:
The conjurer's revenge! Normally a conjurer cannot shape the magical forces needed to shape a spell of this type, but the Ancients found a way. Drawing on the most intricate gestures and convulted phrases in the conjurer's repetoire, the caster's reach extends beyond this plane of existence, into countless others, enabling him to call creatures from places where the laws of nature we know are warped and twisted, and places seemingly absurd - for in a multiverse of infinite planes, all things that can exist must. This spell seeks out one such plane, filled with 'Bigbys', and opens a portal near his foes, through which the ravenous creatures immediately pounce, and set to devouring them.
-----
Effect:
Casts the level 9 variant of Bigby's Hand on every enemy within a Large radius. The hands do 6d10 bludgeoning per round and persist for 1 round per casterlevel.
Missile Barrage
School: Evocation
-----
Description:
Long before Isaac's time, the casters of the Axerian Empire had perfected this most deadly spell. It was from tattered fragments of one of the few scrolls on which it was scribed that he was able to reconstruct, to an extent, the effect of this spell. His efforts, however painstaking, unfortunately produced only pale imitations.
-----
Effect:
Creates an IGMS-like barrage of 20 missiles which each impact their targets for 8d6 points of magic damage. This spell may be cast twice per day, unlike other epic spells.
Ensnare True Denizen
School: Enchantment
-----
Description:
Conjurers have always found it impossible to conjure up the greatest, most infernal beings of lower planes. They are too mighty, and their link to their plane too strong - only by their own will can they leave it. Therein lies the key to this spell. Rather than forcing and containing such a creature, the greatest Enchanter in Axeria learned to beguile and confuse them, making them believe that they were rushing to face their hated foes in the neverending blood feud between demon and devil.
-----
Effect:
Summons a Balor, straight from the Abyss, to fight for the caster for 2 minutes. A real one.
===================
Comments: This is my final wizard build. With illusion you get starfire, and it does 500-1000dmg in one hit! Smiters can practically do the same thing. And most your spells are good enough, don't need to lean towards a stronger offense. Bigby Swarm I thought would come in handy many times in those bad situations. Contingency (Divination) wasn't worth it to me because a stone of rebirth is just as good, I don't care that you get buffed. Death of Magic (Necromancy) is hotness. Ceasing all magic for 6 rounds! This is perfect in heavy magic area's when you have a good group of fighters ready to own. Esnare True Denizen (Enchantment) is probly one of the most useful spells on the wizard; giving you a balor and with the LL feat +14 GMW. Mass Spell Destruction (Abjuration) is a very nice spell but I can't think of many area's I would need this epic spell. Missile Barrage in my eyes is better than starfire 20missles times 8d6 equals around 160-900dmg. Having epic focus in evocation is a must anyways, so Missile Barrage is just a bonus in my view. Transmute Barrier is kinda a joke too to me, I don't see a major need for it and once they break thru one of the stones they will flow in and corner you in your own defense. Conjuration epic can be changed though, I know there might be a better school to have epic focus in, I just can't agree which one; so conjuration is pretty nice. Overall this is by far the best setup I could think of for a wizard, I spent pretty much all day thinking this out, I hope you all appreciate it =)
******************************************************
**ZeroGravitySE's Build History & Information**
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Current "Hell" Builds
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Hell Lycan Assassin DEX Based [1Rogue, 9Ranger, 30Assassin]
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Hell Treant Barbarian [29Barbarian, 10RDD, 1Bard]
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STR Based Ranger Build Mino Only [29R/4F/7WM]
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Fallen Angel Rogue-Druid [37Druid/1Paladin/2Rogue]
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HG Epic Dodge Fighter Mino/Liz [31Fight/2Rog/7WM]
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Only For Fun Builds (Not For Hell)
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Sammy Svirneblin [38Druid/1Monk/1Rogue]
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Expired Builds/Under Construction
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The HG Cleric Caster: 38Cleric, 1Fighter, 1Monk
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The HG Wizard Caster: 40 Wizard *Updated*
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Evil Red Dragon: 1Bard, 9Fighter, 30RDD
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Evil Red Dragon II: 7Bard, 7WM, 24RDD
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Evil Red Dragon III: 2Bard, 18Rogue, 20RDD
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Pixie Monk: 20Monk, 13COT, 7WM
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The Lonely Bard: 10ShadowDancer, 30Bard
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Dragon Angel: 31Druid, 6DD, 3Monk
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