The Ninth Zulkir (build) - Kaedrins
Posted: Tue Apr 10, 2012 10:05 pm
The Ninth Zulkir « Build | NWN2DB
I don't do Wizards too often (because I generally prefer Sorcerers), but with the recent Pallid Mask build I got to thinking of "Death Mages", their limitations and how to overcome most of them.
Really there aren't many instant death spells for an actual Mage (i.e. Sorcerer or Wizard base class). Phantasmal Killer, Circle of Death, Undeath to Death, Finger of Death, Weird, and Wail of the Banshee. There are others, like Power Word Kill or Prismatic Spray, but their usefulness is questionable. The most useful of the group are Finger of Death and Wail of the Banshee (..along with Undeath to Death). The reason Finger and Wail are better is because they aren't subject to a potential mental immunity (..like Phantasmal Killer and Weird). Additionally they are higher level spells with a resulting improved DC vs. an opponent's Fortitude save. Beating an opponent's Fortitude save is critical with any Death Mage - otherwise little if any damage occurs.
Because both Wail and the Finger are Necromancy spells, this allows the build to concentrate on Necromancy to improve saves in that one spell school. Not only are Necromancy Focus Feats selected, but this build also has an added bonus via Wizard Specialization in Necromancy. That's further increased with the Red Wizard class. The Red Wizard adds-in an additional +1, and then increases this even further with spell power bonuses that ultimately add-up to another +5. (..this build nets +4 to Necromancy MORE than the Pallid Mask build via the Red Wizard's spell power bonuses.)
Unfortunately the "price" for the Red Wizard's class structure is the Wizard class (instead of Sorcerer), requiring the selection of Human for race, and more importantly a limitation in not one, but two spell-schools. The first is Divination, the second is Illusion. Fortunately the second limitation is with respect to *learning* spells, and can be "put off" by holding off on starting the Red Wizard class for as long as possible. In this build only 9th level Illusion spells are removed. Every other Illusion spell can and should be selected/scribed to your spell book BEFORE becoming a Red Wizard. Divination is still removed, but it's no big loss.
Of course beyond saves there are plenty of opponents that will be "Death" immune, so there needs to be at least one alternate method of attack that will work. For opponents with Deathward or Shadow Shield you have Spell Breach (or a Dispel Magic) and then the death spell. For Undead you have Undeath to Death (..or Sunburst). But there are others where they will simply be immune and for that the Frostmage's "Piercing Cold" is a very nice little feat that by-passes any cold resistance an opponent might have. This makes spells like Ice Storm and Polar Ray a lot more useful, especially because they don't have saves (..only subject to Spell Resistance checks).
Finally the build adds-in some added defenses via Haste and the Swiftblade class - the most notable being Spell Resistance via Evasive Celerity (..at Swiftblade level 5).
Note that both the Frostmage class and the Swiftblade class delay the Red Wizard class to 8th level spells, allowing you to scribe those Illusion spells to your spell book.
I don't do Wizards too often (because I generally prefer Sorcerers), but with the recent Pallid Mask build I got to thinking of "Death Mages", their limitations and how to overcome most of them.
Really there aren't many instant death spells for an actual Mage (i.e. Sorcerer or Wizard base class). Phantasmal Killer, Circle of Death, Undeath to Death, Finger of Death, Weird, and Wail of the Banshee. There are others, like Power Word Kill or Prismatic Spray, but their usefulness is questionable. The most useful of the group are Finger of Death and Wail of the Banshee (..along with Undeath to Death). The reason Finger and Wail are better is because they aren't subject to a potential mental immunity (..like Phantasmal Killer and Weird). Additionally they are higher level spells with a resulting improved DC vs. an opponent's Fortitude save. Beating an opponent's Fortitude save is critical with any Death Mage - otherwise little if any damage occurs.
Because both Wail and the Finger are Necromancy spells, this allows the build to concentrate on Necromancy to improve saves in that one spell school. Not only are Necromancy Focus Feats selected, but this build also has an added bonus via Wizard Specialization in Necromancy. That's further increased with the Red Wizard class. The Red Wizard adds-in an additional +1, and then increases this even further with spell power bonuses that ultimately add-up to another +5. (..this build nets +4 to Necromancy MORE than the Pallid Mask build via the Red Wizard's spell power bonuses.)
Unfortunately the "price" for the Red Wizard's class structure is the Wizard class (instead of Sorcerer), requiring the selection of Human for race, and more importantly a limitation in not one, but two spell-schools. The first is Divination, the second is Illusion. Fortunately the second limitation is with respect to *learning* spells, and can be "put off" by holding off on starting the Red Wizard class for as long as possible. In this build only 9th level Illusion spells are removed. Every other Illusion spell can and should be selected/scribed to your spell book BEFORE becoming a Red Wizard. Divination is still removed, but it's no big loss.
Of course beyond saves there are plenty of opponents that will be "Death" immune, so there needs to be at least one alternate method of attack that will work. For opponents with Deathward or Shadow Shield you have Spell Breach (or a Dispel Magic) and then the death spell. For Undead you have Undeath to Death (..or Sunburst). But there are others where they will simply be immune and for that the Frostmage's "Piercing Cold" is a very nice little feat that by-passes any cold resistance an opponent might have. This makes spells like Ice Storm and Polar Ray a lot more useful, especially because they don't have saves (..only subject to Spell Resistance checks).
Finally the build adds-in some added defenses via Haste and the Swiftblade class - the most notable being Spell Resistance via Evasive Celerity (..at Swiftblade level 5).
Note that both the Frostmage class and the Swiftblade class delay the Red Wizard class to 8th level spells, allowing you to scribe those Illusion spells to your spell book.