PDA

View Full Version : Brainiac, a Player's Guide



Sinfire Titan
2008-07-25, 04:33 PM
The Guide to Playing Brainiac: An Erudite Player's Best Friend

Why play an Erudite?

Have you ever wanted to play a Wizard, only to find out that the DM (or another player) keeps stealing your spellbook at every opportunity just to prove a point? Think of playing an Erudite instead. Its almost the exact same thing, but the only way to lose you spellbook is if your character dies or through a very specific power. Because of this innate defense, you are easily able to contribute to the party's every need.

What!? Where is this class?

Complete Psionics, widely regarded as the worst book ever printed by WotC with the intent of being a perfect contribution to the Phrenic system. No, I do mean Phrenic (this is a rant in its own right, so don't bother asking me about it). Now that you know, I'll just wait here until you get your copy out and find it. It is in the very back of the book, and easily overlooked due to its placement.

Back? Good. Let's continue.

What the hell are you talking about? They get less powers than the Psion does because of their restriction. Only being able to prepare 11 powers at 20th level is kinda lame.

Ah, but therein lies the advantage of the class! You only need those 11 powers to vault yourself far ahead of the other classes, even the mighty Cleric itself has trouble keeping up with you (and, dare I say, the Druid too). True, the limited selection can be a setback at the lower levels, but the second you hit 3rd level you can start showing off your real strengths.

How?

A number of ways, one of which is in that very book. I'll list them.


Linked Power, a Metapsionic feat (and considered OPed at that).
Scribe Tattoo (a poor option).
Imprint Stone (about as effective as Scribe Tattoo).
Craft Dorje.
Soul Crystal, a 7th level power in the MoI (works best with Linked Power).
Psychic Fusion, easily the most powerful effect you can ever learn.


Wait, Fusion? What the hell does that do for you?

Not Fusion. Psychic Fusion. Its a power in Complete Mage.

But there are no powers in Complete Mage!

There are now. *Insert Evil Laugh Here.*

Disclaimer: The following text is taken from the Mind's Eye articles on the Wizards of the Coast main site. If your DM does not allow online material, including official WotC product expansions, then this text is irrelevant to you. Skip ahead to post 2.

Expanded Class: Erudite

Convert Spell to Power

Your training has included basic magical theory as well as the usual psionic training.

Replaces: You lose your 1st-level bonus feat.

Benefit: You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic).

Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost.

Note: If this system intrigues you, you can see a spell point variant system starting on page 153 of Unearthed Arcana.


Spell
Level Power
Point
Cost
0 0*
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17

* 0-level spells cost no power points to manifest. Instead you may manifest a number of 0-level spells each day equal to three + the number of power points gained by that class at 1st level.

The erudite uses her manifester level for determining the effects of the spell being manifested, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile,searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the erudite's normal manifester level to determine damage. Use the erudite's normal manifester level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on the erudite's manifester level, so when manifested it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball).

An erudite can pay additional power points to augment the dice of damage dealt by a spell. Every 1 extra power point spent at the time of manifesting increases the spell's effective caster level by 1 for purposes of dealing damage. The damage-dealing spell's caster level cannot be increased above the erudite's manifester level, or above the normal maximum allowed by the spell.

For example, even at 7th level, our erudite's lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless she spends extra power points. If she spends 1 extra power point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra power point would increase the damage to 7d6 points, but she can't spend more points than this, since her manifester level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra power points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.

Similarly, her magic missile spell shoots only one missile unless she spends extra power points. An extra 2 power points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional power points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra power points, granting her five missiles (just like a 9th-level caster).

Spells that allow a character to recall or recast a spell cannot be learned.
Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power.

As with casting a spell, manifesting a spell may require certain components (see page 174 of the Player's Handbook). Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.

Kinda broken huh? Take a look at the spells Arcane Fusion and its bigger brother. Those are now Psychic Fusion and Psychic Fusion, Greater. Now then, onto the main event.

Sinfire Titan
2008-07-25, 04:35 PM
Powers and Spells that make this class Brainiac.

The following Spells are being Yoinked from LogicNinja's guide to being Batman, as they also apply to the Erudite.


Level 1:
-Alarm: utility, and kind of a defensive buff--it keeps you from getting eaten by a moose while asleep.
-Protection from X: defensive buff--the +2 AC/saves vs. X is nice, but the real kicker is the fact that it supresses all charms and compulsions. Very useful for low-will-save types.
-Shield: defensive buff. Gives you +4 AC. The goodness is obvious.
-Grease: battlefield control that can even be save-or-lose. Note that it forces balance checks, and creatures who don't have 5 ranks in balance are flat-footed while making balance checks... which means the party rogue can sneak attack away.
-Mage Armor: defensive buff, so you're not TOTALLY squishy. Hours duration, as much AS as a chain shirt. What mage doesn't take it?
-Mount: utility. Situational--sometimes, you need a horse to get somewhere quickly. The real use of Mount, though, is to combine it with Disguise Self and Magic Aura, get rid of the mount's magic aura, disguise yourself as someone else... and sell the horse to someone.
-Identify: utility, needed to identify magic lewts.
-True Strike: Offensive buff for when your touch-attack spells are having trouble hitting.
-Charm Person: Utility/Offensive: it makes people your friends. That's all sorts of useful.
-Sleep: Save-or-Lose. Sleep is the low-level "win spell"; even a cleric with 18 WIS only has a +6 will save at level 1, and with 18 INT you can have a DC 15 Sleep, 16 with focuses. That's a pretty solid chance of a failed save. With a 10-WIS fighter or rogue, it's a great chance.
-Color Spray: Save-or-Lose. Similar to sleep, but it keeps being good for a lot longer. At levels 1-3ish Sleep is better because Color Spray is short-range and thus more likely to get you poked with a pointy stick.
-Silent Image: Utility. It's an illusion. Use your creativity.
-Ray of Enfeeblement: No save. Heavy strength drain can make a fighter useless--he suddenly can't move in his heavy armor! It's always good for dropping people's AB and damage, too. No save, like most ray spells; hitting with the ranged touch can occasionally be an issue.
-Enlarge Person: a great low-level buff. Give your fighter reach and a strength bonus.

Level 2:
-Glitterdust: With a Will save vs. Blindness, this is a save-or-suck that affects an area. It can pretty much win battles for you, as the fighters have to contend with suddenly significantly less dangerous enemies.
-Web: Battlefield control, this keeps people stuck and makes them move through it slowly if they aren't stuck.
-Detect Thoughts: Utility. This is useful in all kinds of social situation. Haven't you ever wanted to know what someone's thinking?
-See Invisibility: Utility and, in many ways, a defensive buff. Invisible people who want to hurt you are bad, because it means they're likely to actually do so.
-Shatter: one of the few good Evocation spells, at low levels, this rocks the house as an offensive spell cast against enemy armor; later on it becomes utility (who needs to pick locks?).
-Mirror Image: a great defensive buff. People have a good chance to miss you and hit your image.
-Invisibility: utility that can be used as a defensive buff--hard to hit you if you can't be seen.
-Bull's Strength: this becomes pointless once you have +STR items, but when you can first get it, it's a solid offensive buff. Put it on the fighter and he can hit things better and harder; it'll wind up doing more damage than Acid Arrow.
-Rope Trick: once you hit Caster Level 9 (or extend it at CL 5), this spell is the perfect place to rest and prepare your spells in dungeons, the wilderness, et cetera.

Level 3:
-Dispel Magic: because you're not the only spellcaster around.
-Magic Circle Against X: defensive buff; all the goodies of Protection From X, but longer-lasting (10 min/level) and covering everyone within 10' of the recipient.
-Protection from Energy: defensive buff. Useful if you know what energy to expect ahead of time. Fighting fire elementals? Protection from Fire will help.
-Phantom Steed: Utility. At first it seems meh, but then you realize that the horse can eventually fly (hours-duration Fly spell, effectively), and has a movement speed of 20 ft *per caster level*. At level 5, that's 100'. Take Ride ranks, and you can have the phantom horse move in, cast a spell, and have it move back. It caps at 240', which is pretty damn fast.
-Stinking Cloud: Save-or-Lose. Nauseated creatures can't take standard ations, and thus can't hurt you. Plus, it makes for handy battlefield control, since others will want to avoid it.
-Deep Slumber: Save-or-Lose. Like Sleep, but up to 10 HD; good for the same reason: you can just one-shot sleeping things.
-Wind Wall: defensive buff. Another of the Evocation school's few good spells. This keeps you safe from archers. All archers.
-Ray of Exhaustion: Save or suck, exhaustion is -6 STR and -6 DEX--and if you save, you get fatigued anyway, for -2 to each.
-Vampiric Touch: temporary HP. Hurt others, heal yourself.
-Fly: defensive buff. Mobility. If they can't reach you, hurting you is harder. At low levels, Fly + Wind Wall makes you pretty much untouchable by everything except spellcasters.
-Haste: offensive and defensive buff. It makes everyone move faster, which is handy for mobility--and gives them an extra attack per round.
A fireball deals 5d6 at level 5--that's 17 average damage on a *failed* save. A fighter can do 17 damage a hit at level 5, and with Haste, he'll be getting an extra attack each round. The damage from those will pile up above and beyond what the fireball most likely accomplished.
-Magic Weapon, Greater: offensive buff. Obviating the need for weapons with a better than +1 bonus since 3.0.
-Slow: a save-or-suck that's almost a save-or-lose. Multiple target, Will save (fighter and rogue weakness), and they can only take a move or a standard action. Run circles around them--they can move up to you OR hit you, not both! Just stay out of reach of a partial charge.

Level 4:
-Dimensional Anchor: stop the BBEG from teleporting out.
-Black Tentacles: battlefield control that gets less useful over time. Grapple the enemy mage so he can't get away! Grapple the enemy rogue to keep him useless!
-Dimension Door: control/utility/defensive--get out of trouble (i.e. out of grapples, or away from Silence areas if you have Silent Spell on it), or into places you shouldn't be.
-Resilient Sphere: trap enemies, or protect yourself with it.
-Solid Fog: a great, great battlefield control spell. No save, no SR, and they move at 5' a round when they're in it.
-Confusion: Save-or-Lose. This spell can turn a difficult encounter into a cakewalk. Suddenly, the enemies are all ineffectual!
-Greater Invisibility: attack and stay invisible. The party rogue will love this--sneak attacks galore. You'll love it, too, since it'll let you be safer when casting in combat.
-Enervation: 1d4 negative levels. Negative levels impose penalties to saving throws, and make spellcasters lose spells. A great spell to metamagic; it actually comes into its own as you get higher in level.
-Fear: Save-or-Lose, like Confusion.

Level 5:
-Teleport: now you can Teleport out of danger... or into it. This spell has a variety of uses, including getting to your sanctum when you're low on spells and in a dangerous place (and teleporting back later).
-Wall of Stone: Battlefield control. Putting a big, long wall of stone wherever you want lets you shape the battlefield like woah.
-Telepathic Bond: utility, get it Permanencied at higher levels. Instant communication between party members.
-Prying Eyes: utility/defensive; a scouting system that's useful in many places.
-Dominate Person: Save-or-Lose. Dominate an enemy. have him fight another enemy. You win.
-Feeblemind: save-or-lose; other spellcasters beware!
-Hold Monster: paralyzing things lets others one-shot them.
-Shadow Evocation: depends on what you do with it. Want Wind Wall access despite having banned Evocation? Here y'go!
-Baleful Polymorph: save-or-die. Not actually die, but be turned into a squirrel, which is effectively the same thing.
-Overland Flight: longterm flight for those who don't want to risk their Phantom Steed being shot out from under them.

Level 6:
-Dispel Magic, Greater: because you're not the only mid-to-high level spellcaster out there.
-Repulsion: defensive buff (will save from enemies) because if things could come close to you, they might hit you, and you don't want that.
-Acid Fog: like solid fog, but with damage while they're trapped in there. Great with any kind of thing that traps them where they are.
-True Seeing: Illusions? No. Period.
-Heroism, Greater: Offensive buff. Who needs bards?
-Contingency: defensive buff another rare good Evocation spell, this is a must for any wizard. Access it through Greater Shadow Evocation if you've banned the Evocation school. This is the spell you use to guard against the worst situtaion you can think of.
-Disintegrate: a damage spell that's actually worth it due to the amount of damage on a failed save. Good against low-HP, low-Fort save types like rogues and mages.

Level 7:
-Banishment. "Oh no, a balor!" Poof.
-Teleport, Greater: see Teleport, now safer.
-Arcane Sight, Greater: defensive buff--because knowing whether or not, say, someone has Spell Turning up? That's a good thing.
-Forcecage: save-or-lose. Expensive? Sure. No-save entrapment? Sure.
-Finger of Death: Save-or-die. That's... about all there is to it.
-Ethereal Jaunt: go ethereal to get yourself out of danger and get time to buff.
-Limited Wish: unlike Wish, the XP cost isn't so bad pretty much want to never use it.

Level 8:
-Mind Blank: Defensive buff. Immunity to all mind-affecting things? That's way too good.
-Prismatic Wall: this wall does BAD things to people.
-Maze: save-or-lose. Great for low-INT types, like Barbarian and Cleric. Get them out of here, deal with everyone else, then gang-beat them when they come back.
-Moment of Prescience: sometimes, you wish you could just make that saving throw, win that opposed check, land that touch attack. Well, now you can.
-Greater Prying Eyes: scouts with True Seeing. And unlike True Seeing, no material component. Very useful.
-Irresistible Dance: Save-or-lose... with no save. 1d4+1 rounds of "you win" if you land the touch attack.
-Power Word: Stun: after the fighter's whacked a monster around a bit, this will let him easily finish it off.
-Greater Shadow Evocation: Contingency for any specialist wizard who's smart and bans evocation.

Level 9:
-Prismatic Sphere: defensive buff, and the ultimate one at that. Unless they have a Rod of Cancellation, you're safe and sound while you do whatever you want.
-Foresight: avoiding surprise and flatfootedness is very, very useful when it comes to surviving.
-Dominate Monster: get yourself a big, tough bodyguard. The toughest thing ever to try to kill you. It has a duration of days. You can order someone to fail their saves. Just re-cast it every ten days or so, and they're your slave for life.
-Energy Drain: 2d4 negative levels. Sure, they can be permanent, but you're better off with a metamagicked-up Enervation.
-Time Stop: I don't need to actually tell you why this is good, do I?

Milk and Honey: the PHB II and Spell Compendium - includes spells from the Forgotten Realms books, from the Complete Arcane, et cetera.

Level 1:
-Blood Wind: turn the monk's fists into ranged weapons? KTHX! It's Evocation, one of the few good ones.
-Fist of Stone (Comp. Arcane): great for fighter/mages. A level one spell that gives +6 STR for attacking purposes? Woo.
-Ray of Clumsiness: like Ray of Enfeeblement, but for Dex. Lots of things have low dex. Most big monsters. Even dragons. This is great against fighters or against rogues.

Level 2:
-Baleful Transposition: switch the locations of the party fighter and the enemy mage? Delicious.
-Create Magic Tattoo (Player's Guide to Faerun): at CL 11, you can use this to give yourself +1 CL for a day. High-level mages should spend the 100gp material components to cast an extended version of this; 50 gp a day for +1 caster level? It'd take 600 days to equal the price of an Orange Ioun Stone. Of course, you can have both.
-Listening Lorecall (Comp. Adventurer): Have 5 listen ranks? Gain Blindsight 30'. Keep people from sneaking up.
-Ray of Stupidity: 1d4+1 int damage, no save. Not a penlaty like Ray of Enfeeblement: DAMAGE. This spell takes down any animal and most magical beasts with one casting. Metamagic means that it can take down fighters and rogues, and seriously inconvenience other wizards. This spell is scary good.
-Combust: a damage spell, so normally unremarkable, but good for Spell Storing weapons.
-Bonefiddle: creepy, but good. Concentration duration, 3d6 damage a round on a failed fort save? A successful save ends it, but that might be a while for a low-Fort-save type. Good at level 3-4.
-Sonorous Hum! This spell concentrates on other spells for you. Considering that a duration of "concentration" vs. "X/level" is a mitigating factor for spells that are otherwise too good for their level, in theory, that makes this spell great. Some combinations of spells with this one even qualify as cheese.
-Slide, Greater: battlefield control, an interesting variety. With a Will save, you can move someone 20'. Drop enemy off cliff? Check! Help fighter move into position? Check! Generally cool.

Level 3:
-Bands of Steel (Comp. Arcane): a reflex save-or-lose, and there aren't many of those. They don't lose all *that* hard, but there you have it.
-Anticipate Teleportation (level 4 in Comp. Arcane, 3 in Spell Compendium): this spell rocks. Delays people teleporting near you by 1 round, alerts you they're coming, and lasts hours/level. Lets you buff when someone dimension doors up next to you.
-Mage Armor, Greater: at higher levels, replace Mage Armor with this, even if it costs a little money.
-Unluck (level 4 in Comp. Arcane, 3 in Spell Compendium): incredibly good. Divination school, Will save--NOT mind affecting--and if they fail, they roll all dice twice and take the worse result of the two. Save-or-Lose, effectively.
-Spell Vulnerability: reduce a creature's spell resistance. This spell can really help if you don't have Spell penetration feats, although it does offer a save.
-Spiderskin: wizard Barkskin (from Underdark book)--+1 NA/3 levels, +5 at 15th; also gives hide/MS bonuses.
-Halt (PHB II): immediate action, so cast on someone else's turn. Will save vs. inability to move anywhere that round. Extend it with a lesser rod so it applies on their next round too!

Level 4:
-Ray Deflection: rays can be deadly. Keep'em away with RAY-B-GONE!
-Resistance, Greater: +3 to saving throws, 24 hour duration. Who needs a cloak of resistance?
-Resist Energy, Mass: no need to cast Resist Energy repeatedly.
-Orb of X (Comp. Arcane): damage spells, but worth learning, because there is no save and *no* SR. You just need to make a touch attack. CLd6, up to 15, plus the elemental orbs have secondary effects (i.e. Fire dazes for 1 round).
-Assay Resistance: +10 CL to defeat one creature's Spell Resistance. Who needs Spell Penetration?
-Battle Hymn: all your allies can reroll 1 will save/round? The rogue will love you as much as he does for the Greater Invisibility.
-Defenestrating Sphere (Comp. Arcane): BEST. SPELL. EVER!!! Unfortunately, in the worst school (evocation)
-Stone Sphere: combine battlefield control and damage. Push people around, occupy space, and damage people. Another of the rare good Evocation spells.
-Shadow Well: not half bad, a lower-level Maze.
-Burning Blood (Comp. Arcane): they make a fort save every round or take 1d8 fire, 1d8 acid... and have to only take a move action, which is the main attraction. This can largely incapacitate a rogue or caster type and keep hurting them, too.
-Greater Mirror Image. More images, regrows 1 image/round... and cast as an immediate action!

Level 5:
-Contingent Energy Resistance: resist energy vs. whatever kind of energy first hits you.
-Viscid Glob (Underdark): Reflex-save-or-lose, but only against medium creatures.
-Fire Shield, Mass: Fire Shield is better for fighter types than for you. Now your whole party can have it.
-Graymantle (some Faerun book): stop creatures from regenerating. Very useful at higher levels.
-Blink, Greater (Comp. Arcane): all the benefits of Blink, none of the issues. Great defensive buff.
-Fly, Mass: give your whole party maneouverability.

Level 6:
-Anticipate Teleportation, Greater (level 8 in Comp. Arcane, 6 in Spell Compendium): delays them for 3 rounds, lasts 24 hours, otherwise like Anticipate Teleportation. Awesome spell, cast it every day.
-Resistance, Superior: +6 on saving throws. Throw that Cloak away.
-Fire Spiders: battlefield control/damage; move them around as a move action while you cast as a standard action.
-Freezing Fog: Solid Fog + Heightened Grease + 1d6/cold a round. Great battlefield control spell.
-Bite of the Weretiger: ridiculously good for fighter/mages; huge stat boosts and a natural attack.
-Brilliant Blade: make the fighter's weapon Brilliant Energy. Have him kill stuff.
-Imbue Familiar with Spell Ability: this little gem makes your familiar useful. Give it the ability to cast (CL/3) spells of up to (CL/3) level: this is great because it acts independently, which means more spells per round. If you cast a Quickened Spell and a regular spell, and so does it, that's four spells that round. That's enough spells to end an equal-CR fight, sometimes. Certainly enough to buff up fast.

Level 7:
-Energy Immunity. Forget mere "resistance"!
-Transfix: if you can find something not mind-immune to use it on, it's great! Paralysis for the win!
-Stun Ray: stun someone for 1d4+1 rounds. Save-or-lose without the save--just a ranged touch attack.
-Stern Reproof (Player's Guide to Faerun): Fort save or die. If they live, Will save or lose/suck (be dazed for 1d4 rounds).
-Hiss of Sleep: high-level version of Sleep. Still great, for things it works on.
-Avasculate: a great spell, halves their HP and stuns them. Evil only, though.
-Bite of the Werebear: like Bite of the Weretiger, but even better.
-Brilliant Aura (Complete Divine): ALL the party's weapons are Brilliant Energy!
-Spell Matrix: store two spells, under level 3, and release both as a swift action. More spells in the beginning of a fight is great.

Level 8:
-Spell Engine: redo your spell selection... costs cash and XP, though, so use it wisely.
-Avascular Mass: a better Avasculate. Still evil-only.
-Wrathful Castigation (Magic of Faerun): Will save or die... and then another will save or effectively die (dazed for 1 round/level and -4 on all saves). Forcing two saves vs. losing is great... only problem is, it's mind-affecting, which things become less and less vulnerable to at these levels.
-Chain Dispel: like Greater Dispel Magic... but targeted. At level 15, that's 15 targets. Disable 2 people's buffs, and all of their important gear temporarily!

Level 9:
-Absorption: the ultimate in protection from other casters' direct spells.
-Effulgent Epurtation: for Elminster fanboys.
-Maw of Chaos: horrific. A 15' emanation that deals 1d6/Caster Level each round (no cap, no save!), forces a will save each round vs. Daze for 1 round, and requires a DC 25+spell level concentration check to cast in its area. Combine with battlefield control for the WIN.
-Reaving Dispel: Greater Dispel Magic... and TAKE their spells for yourself if you win!
-Sphere of Ultimate Destruction: a sphere. Move it as a move action... and it is Disintegrate, ranged touch attack, on whatever it touches each round.
-Spell Matrix, Greater: store up to 3 spells of level 3 and under to all release as 1 quickened action (Mirror Image/Shield/Spiderskin as a buff sequence, say).
-Detonate (PHB II): surround someone with cute animals. Blow them all up for massive damage. Evil, but effective.

Level 2:
-Alter Self: give yourself +6 natural armor, or flight, for 10 min/level with a level 2 spell? Like all the polymorph spells, way too good for its level--not so broken you probably shouldn't use it in a game, though. Combine with the Otherworldly feat for even more cheese.
-Wraithstrike: swift action, make all attacks as touch attacks that round. Ridiculously good for fighter-mages, Power Attack for huge amounts of damage. You can Persist it quite normally in an 8th level slot, or by using various kinds of cheese, and that's when it becomes *completely* broken.

Level 3:
-Shivering Touch (Frostburn): a touch attack, no save, 3d6 dex damage. 3d6! Dex damage! Wanna one-shot a dragon? NOOO problem! Add some kind of reach (Arcane Reach from Archmage, or Reach Spell metamagic) and you can do it from safety. For the love of god, don't resport to this.

Level 4:
-Polymorph: far better than any other spell of its level, and many higher-level spells. The things you can do with this are ridiculous. It's completely broken, so much so WotC has given up on trying to fix it. Just don't use it.
-Celerity (PHB II): this breaks casters worse than they're already broken. As an immediate action casting, gain a standard action, and be dazed on the next round. This means that no matter what, the wizard goes first. Combine with Time Stop to negate the disadvantage of being dazed in combat, or just use it to Teleport out of there or Dimension Door way out of reach.

Level 8:
-Polymorph Any Object: the worst of the lot. Turn yourself into a gold dragon and gain its INT score plus everything else? Come on. Most broken spell in the game.
-Greater Celerity (PHB II): as Celerity, but grants a full-round action.

Level 9:
-Shapechange: CL up to 25 HD monsters. Gain their (Su) special qualities and attacks as well as the (Ex) ones. Completely and utterly ridiculous, as a more powerful Polymorph of course must be. Don't use this.
-Disjunction: both DMs and players avoid it. Use it as a player and you fry the bad guy's loot; use it as a DM and your players lose their magic items and are very upset.
-Gate: so many abuses. So very many. For example, Gate in creatures that can cast Wish as a (Su) ability and make them give you free wishes.


The following spells are from the Cleric and Druid spell lists. These also kick ass.

Sinfire Titan
2008-07-25, 04:36 PM
Expect this one too.

elliott20
2008-07-25, 04:44 PM
this looks like it's borderline spam to me. But I still can't help be curious about it.

Jade_Tarem
2008-07-25, 04:44 PM
You couldn't do this in one post? Just how long is this guide?

Sinfire Titan
2008-07-25, 06:10 PM
You couldn't do this in one post? Just how long is this guide?

Think Logic Ninja's Batman Guide long. Its pretty damn long.

erikun
2008-07-25, 06:18 PM
Wait, Complete Psionic sucked? Why? The Lurk was better than the Soulknife at being a rogue-substitute, the Ardent was a nice variant for the cleric, and there were some pretty nice prestige classes in there.

The best part of psionics is Psychic Chirurgery + Metaconcert anyways: give everyone in your party (except the poor Soulknife) and transfer everyone's powers to everyone else. You could even transfer Metaconcert into the Lurk and Ardent to add them into the mix. The Erudite makes this even easier, as he can remember an entire library of spells for the rest of your party to utilize. It works out a bit better for the Psion in the group, though...

Covered In Bees
2008-07-25, 06:23 PM
The Lurk was better than the Soulknife at being a rogue-substitute

A quadriplegic is better than the Soulknife at being an anything.

Sinfire Titan
2008-07-25, 06:44 PM
Wait, Complete Psionic sucked? Why? The Lurk was better than the Soulknife at being a rogue-substitute, the Ardent was a nice variant for the cleric, and there were some pretty nice prestige classes in there.

The best part of psionics is Psychic Chirurgery + Metaconcert anyways: give everyone in your party (except the poor Soulknife) and transfer everyone's powers to everyone else. You could even transfer Metaconcert into the Lurk and Ardent to add them into the mix. The Erudite makes this even easier, as he can remember an entire library of spells for the rest of your party to utilize. It works out a bit better for the Psion in the group, though...

Yes, that's the general consensus. Its the worst of the Completes due to poor editing, bad classes (the Lurk actually is weaker than the Psychic Rogue, and don't get me started on the Divine Mind), and contradictory flavor, not to mention the fact that it is (bad) errata that we had to pay for.

As for Metaconcert, a lot of people find it confusingly worded. You have to use one of the fixes in order to call it decent. Its also an easy way to get a ton of points for manifesting. The book is considered by many to be the worst purchase ever.

Starbuck_II
2008-07-25, 06:53 PM
Wait, Fusion? What the hell does that do for you?

Not Fusion. Psychic Fusion. Its a power in Complete Mage.

Convert Spell to Power


Kinda broken huh? Take a look at the spells Arcane Fusion and its bigger brother. Those are now Psychic Fusion and Psychic Fusion, Greater. Now then, onto the main event.

I think I know where you are going.
This is either a really awesome idea or a terrible one bordering on broken. Either way, I like it!

I was wondering when a topic on Arcane Erudite would be made on this board.

Sinfire Titan
2008-07-25, 06:58 PM
I think I know where you are going.
This is either a really awesome idea or a terrible one bordering on broken. Either way, I like it!

I was wondering when a topic on Arcane Erudite would be made on this board.

We had a debate about it over at BG. It turns out that having access to all spells and psionic powers of your choice spontaneously is absolutely broken in half.

Thank you Complete Mage!