Wizards: to specialize or not
Wizards: to specialize or not
Hi guys!
Honestly I have never tried to play wizards, and I'm willing to give them a try but I have a question that of course will be also explored IC.
From a RP-only perspective have you found enough differences between a mage and any other specialist wizard that warrants the specialization?
Honestly I have never tried to play wizards, and I'm willing to give them a try but I have a question that of course will be also explored IC.
From a RP-only perspective have you found enough differences between a mage and any other specialist wizard that warrants the specialization?
Re: Wizards: to specialize or not
I've done a mage and specialized. They both have their different perks. There are moments on my specialized wizard where I'm like "Crap! I really wish I could cast x right now". The only "bad" thing about mages is you can't GM spells (unless something has changed last I checked?). Wizards are a pain to start. But once you get started they're so much fun!
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Re: Wizards: to specialize or not
I think in the past the whole GM thing used to be a bigger deal than it is now. Or perhaps with the reduction in people actually playing muds or having the time to as general work hours increase, wages decrease and other society habadashery as well as metamagics in game taking hold things have changed.
My experience is that in the end I don't see that much difference between master and Grand master when it comes to most spells. It is a VERY long term reward that ends up being more a perk than an actual reason to do one over the other mechanically. You will find roleplay which your asking about differs not because of the magic you can use but with the IC location and affiliations your guild has. Some won't really make a difference unless you want them to as the game doesn't really emphasize certain attitudes the different guilds take in using magic outside the extremes of necromancy which has the stigma attached to it.
So in short. Unless your going to join a necromancer guild and let it slip that you are infact a necromancer, specializing as a wizard doesn't really change very much about your roleplay itself or how people interact with you. Which as a good side kind of leaves you free to make up whatever you like as long as it fits in universe.
I'm always tempted to talk about the mechanic side which I will if you are interested. But yeah, have fun.
My experience is that in the end I don't see that much difference between master and Grand master when it comes to most spells. It is a VERY long term reward that ends up being more a perk than an actual reason to do one over the other mechanically. You will find roleplay which your asking about differs not because of the magic you can use but with the IC location and affiliations your guild has. Some won't really make a difference unless you want them to as the game doesn't really emphasize certain attitudes the different guilds take in using magic outside the extremes of necromancy which has the stigma attached to it.
So in short. Unless your going to join a necromancer guild and let it slip that you are infact a necromancer, specializing as a wizard doesn't really change very much about your roleplay itself or how people interact with you. Which as a good side kind of leaves you free to make up whatever you like as long as it fits in universe.
I'm always tempted to talk about the mechanic side which I will if you are interested. But yeah, have fun.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Wizards: to specialize or not
Extra spell slot for each tier of spells ( 1st-9th) along with other bonuses. Most important is what you'd like to do RP-wise. Advantages to both paths, Althasizor made an excellent IC argument about the strengths of specialization over magehood,(I should have logged it, was incredible RP at the last wizard gathering that Zuldorrn attended.) touching on many subjects including the tendency for breakthroughs of new spells to be usually made by specialists. I myself prefer to specialize though have seen people play mages and specialists both at a high efficiency.
To sum it up to a bite sized piece...I believe any mage or specialist to be a powerful force to be reckoned with. Though I do -not- make make optimal characters and prefer to have a few flaws to work around and a few feats that are more useful for roleplay/background then actual coded benefits.
*edited for a word missing*
To sum it up to a bite sized piece...I believe any mage or specialist to be a powerful force to be reckoned with. Though I do -not- make make optimal characters and prefer to have a few flaws to work around and a few feats that are more useful for roleplay/background then actual coded benefits.
*edited for a word missing*
*Zuldorrn Veladorn, Conjurer of Beshaba*
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*Mungo, Outrider of the Hin*
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Re: Wizards: to specialize or not
Wait. Mages cannot grand-master spells? ANY spells?
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Re: Wizards: to specialize or not
I've been told and the help file suggests they cannot I think.
Why it should matter outside of teaching at this point I'm not sure. I've had a few GM spells thrown at me in testing and as far as I could see they weren't that much more if at all effective than a metamagicked version of them at a lesser proficiency.
I think the spells that truly benefit ar the ones that produce multiple instances/ effects like flame arrow or have some useful quality in lasting longer.
If it does not, the help file should probably change to be more revealing. I remember feeling surprised as well when I was told mages could not GM things though as said above, in 99% of situations I don't think its too life changing. Teaching a spell without plans to take the feats are the only cenario it probably affects the character dramatically.
Why it should matter outside of teaching at this point I'm not sure. I've had a few GM spells thrown at me in testing and as far as I could see they weren't that much more if at all effective than a metamagicked version of them at a lesser proficiency.
I think the spells that truly benefit ar the ones that produce multiple instances/ effects like flame arrow or have some useful quality in lasting longer.
If it does not, the help file should probably change to be more revealing. I remember feeling surprised as well when I was told mages could not GM things though as said above, in 99% of situations I don't think its too life changing. Teaching a spell without plans to take the feats are the only cenario it probably affects the character dramatically.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Wizards: to specialize or not
Mages cannot GM any spell of any level, the highest skill level a mage can get to is master.
As far as I'm aware, specialists can only reach GM in spells of their chosen school, but that isn't confirmed.
As far as I'm aware, specialists can only reach GM in spells of their chosen school, but that isn't confirmed.
Re: Wizards: to specialize or not
Here on FK I've not seen many people who specialize unless they're able to retain the Armor spell. However, my own wizard specialized and has a neat RP going on surrounding the specialty of such wizard types.
Each specialty tends to have a focus, Enchanters like to make things and Invokers like to fight/battle. Mages too have their own 'focus' in that they're questing for knowledge in all things. Take this into consideration when you're studying up on each of the various guilds.
I'm open to PMs if you'd like ideas or if you'd like to meet a specialist and ask him about it all ICly.
Each specialty tends to have a focus, Enchanters like to make things and Invokers like to fight/battle. Mages too have their own 'focus' in that they're questing for knowledge in all things. Take this into consideration when you're studying up on each of the various guilds.
I'm open to PMs if you'd like ideas or if you'd like to meet a specialist and ask him about it all ICly.
I'm a raptor, doin' what I can, gonna eat everything till he appearance of man. Yo yo see me, I'm living below the soil. I'll be back, but I'm comin' as oil.
Re: Wizards: to specialize or not
I'm obsessed with collecting those white spells and gming them.
Apples to oranges, which does a person prefer.
Apples to oranges, which does a person prefer.
Beshaba potatoes.
Re: Wizards: to specialize or not
I've played specialists and mages, and enjoyed them all. So far I've tried Conjurer, Necromancer, Enchanter, and Illusionist, which are all a blast. Mage feels a little 'blah' to me, but it's just what you're into that counts. I'd suggest looking through to see what spells you do and don't get to help make your decision. When you have your wizard, you can ask for opinions from other wizards and they can give their side of the story.
Anastacia Syria, Truescar of Loviatar
Re: Wizards: to specialize or not
As a specialist wizard you have to figure out what strategy works best with your given spells. For example, transmuters are more offensive heavy than defensive. Therefore you might want to focus on grandmastering disintegrate and earth reaver and take meta magic feats geared towards increasing damage foregoing something that could affect your defence. Its all about finding your strengths and constantly improving them.
As far as rp, I find that each one has their own personality type. As I play a transmuter I'll describe them. Transmuters are generally good or neutral (no evil guild in game that I'm aware of) and are more connected with nature. They love manipulating things, changing its makeup, to be more useful. They tend to be attracted towards following the nature gods and gond because of this.
That all being said I always suggest entering into an apprenticeship no matter what you choose. I understand they aren't for everyone but it can greatly help your wizard's development.
As far as rp, I find that each one has their own personality type. As I play a transmuter I'll describe them. Transmuters are generally good or neutral (no evil guild in game that I'm aware of) and are more connected with nature. They love manipulating things, changing its makeup, to be more useful. They tend to be attracted towards following the nature gods and gond because of this.
That all being said I always suggest entering into an apprenticeship no matter what you choose. I understand they aren't for everyone but it can greatly help your wizard's development.
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Re: Wizards: to specialize or not
Mechanically, there are a few differences:
Mages: Learn/use any spell. Cannot GM spells. Do not get specialization spell slots.
Specialist: Barred from some spells. Can GM specialization spells. Get bonus spell slots for specialization spells.
RP-wise, there are a lot of differences. Some are based on the type of magic the School focuses on. Some are racial differences. And some are based on the terrain of the wizard's homeland and similar factors.
Example of Type: Enchanters use spells to beguile others into doing their bidding. They are probably one of the more flamboyant types of wizard and probably view beauty as a natural enhancement for their charms.
Example of Race: Magic is hated/feared amongst some races (dwarves, orcs). Wizards of these races would probably not be trusted by their kin at the least, viewed with disdain (dwarves), or suffer multiple attempts of being murdered (orcs ).
Example of Terrain/Homeland: Necromany is outlawed in a lot of places and viewed as the epitome of evil magic. Necromancers are probably the most secretive due to trying to avoid lynch mobs and gallows. Invocation underground is feared by subterranean races (drow) - it is near suicidal - and invocation is likewise not tolerated much in the woodlands (elves).
Mages: Learn/use any spell. Cannot GM spells. Do not get specialization spell slots.
Specialist: Barred from some spells. Can GM specialization spells. Get bonus spell slots for specialization spells.
RP-wise, there are a lot of differences. Some are based on the type of magic the School focuses on. Some are racial differences. And some are based on the terrain of the wizard's homeland and similar factors.
Example of Type: Enchanters use spells to beguile others into doing their bidding. They are probably one of the more flamboyant types of wizard and probably view beauty as a natural enhancement for their charms.
Example of Race: Magic is hated/feared amongst some races (dwarves, orcs). Wizards of these races would probably not be trusted by their kin at the least, viewed with disdain (dwarves), or suffer multiple attempts of being murdered (orcs ).
Example of Terrain/Homeland: Necromany is outlawed in a lot of places and viewed as the epitome of evil magic. Necromancers are probably the most secretive due to trying to avoid lynch mobs and gallows. Invocation underground is feared by subterranean races (drow) - it is near suicidal - and invocation is likewise not tolerated much in the woodlands (elves).
"I have a lot of beliefs... and I live by none of them."
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Re: Wizards: to specialize or not
There is a simple table in a thread I came across a while back which outlines how easy and difficult certain specialisations are over others. I think basically it came out to that Conjurers and transmuters were above, and evokers, abjurers and enchanters were below. This is only considering what spells they can and cannot use btw. I believe the table just pointed out that enchanters, evokers and abjurers simply had less spells and less useful ones overall than the others.
There are other ways of getting over some of these disadvantages of course. Massaging your stats to suit, taking melee feats what have you but it bares thinking about if your going to specialize.
Others have covered some of the qualities of the specialists so I'll touch on mages myself.
Mages aren't just, I'm able to use everything, so I'm going to learn everything but I feel their main strength is using certain spells across schools to pile on certain effects that specialists can't.
Want to do the maximum amount of damage anyone possibly can round by round? You pile on conjuration damage over time spells, then hit them with your maximized evocations or transmutations and repeat.
Want to be the person who has the anser to everything? Good, you can now scribe all your utility spells for later and whip them out when you need to. From knock to mass armor to water breathing, to stone skin to clairvoyance etc.
Want to pretend to be a specialist? Sure... why not, no one's stopping you... I mean, who's going to know if you've GMed a spell or not.
Currently I have a mage and an abjurer and i enjoy both, but not because of the mechanics. I specialised partly out of curiosity for the physical guild itself and that it lends legitimacy to the character's personality and traits in that he's not quick to violence and he'd rather protect allies than kill enemies.
I think it bares mentioning that I only have 2 wizards. Even though I love the class I feel its important to mention that FK is designed in a way that rewards sticking with one character in the long run despite class. Wizards are a long term investment. You can have fun with them somewhat quicly depending how much free time you have but after a bit more than a year and a bit of play my oldest one still grows both mechanically and through rp and I find it difficult to find the time to develop this newer one even though their quite different and don't have the same challenges.
There are other ways of getting over some of these disadvantages of course. Massaging your stats to suit, taking melee feats what have you but it bares thinking about if your going to specialize.
Others have covered some of the qualities of the specialists so I'll touch on mages myself.
Mages aren't just, I'm able to use everything, so I'm going to learn everything but I feel their main strength is using certain spells across schools to pile on certain effects that specialists can't.
Want to do the maximum amount of damage anyone possibly can round by round? You pile on conjuration damage over time spells, then hit them with your maximized evocations or transmutations and repeat.
Want to be the person who has the anser to everything? Good, you can now scribe all your utility spells for later and whip them out when you need to. From knock to mass armor to water breathing, to stone skin to clairvoyance etc.
Want to pretend to be a specialist? Sure... why not, no one's stopping you... I mean, who's going to know if you've GMed a spell or not.
Currently I have a mage and an abjurer and i enjoy both, but not because of the mechanics. I specialised partly out of curiosity for the physical guild itself and that it lends legitimacy to the character's personality and traits in that he's not quick to violence and he'd rather protect allies than kill enemies.
I think it bares mentioning that I only have 2 wizards. Even though I love the class I feel its important to mention that FK is designed in a way that rewards sticking with one character in the long run despite class. Wizards are a long term investment. You can have fun with them somewhat quicly depending how much free time you have but after a bit more than a year and a bit of play my oldest one still grows both mechanically and through rp and I find it difficult to find the time to develop this newer one even though their quite different and don't have the same challenges.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!