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Necromancy 12
Abjuration 10
Illusion 10
Conjuration 18
Evocation 23
Transmutation 17
Enchantment 10
Divination 3
So in terms of saving money on learning from scrolls, the bigger the school the better. On the other hand, that's probably not a major consideration. Only Evocation and Necromancy are directly powered up by spells of their school, so it's not a big deal to choose a smaller school. So pick what you like! I think most people take evocation cause sculpting is never bad, unless you don't like area damage spells. But the divination power is pretty unique and neat, if not super strong. Probably helps win the big fight of the day quite often.
Ie change boss save throw failure to ”disintrigate”,change your save to success with same spell, etc. Would be even more powerfull with spells like ”banish” (not in game?).
True, in D&D it is
” You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.”
Not that OP, but I imagine it's because it has the most & best "Unit Long Rest" spells, which Gale can buff you with for the day and then you swap him out and he stays at camp. Transmutation has Longstrider (L2) & Darkvision (L1), neither needs Concentration so he could eventually buff the whole party with those. Then there is Magic Weapon, Expeditious Retreat, which are Concentration spells, so only one could be up at a time. But does that ever work? Will a Concentration spell remain active if its caster leaves the party? Seems dubious, but maybe it works. Gaseous Form applies, but there's no point in having that up long term as you can't do anything!
But as far as I can see, Gale can do that just as well no matter what school you choose. The school benefit is "You can brew two alchemical solutions instead of one when combining extracts, if you succeed a DC 15 Medicine check." I suppose if you rarely use him, you can squander levels and feats to give him Medicine proficiency, then Expertise in it, and max out his Wisdom to min-max that skill. Make him a dedicated party Alchemist, in essence. Although you could do the same I believe with any other companion you don't use by giving him 2 Wizard levels and maxing Medicine skill. Which actually sounds like a good plan... Assuming Alchemy has enough impact to even bother.
Tested quickly portent on Gale and it seems to affect guite far (atleast 10m from him, maybe more). I think it uses LOS so Gale needs to ”see” target. Overall it seems to be just as powerfull as in tabletop in combat. Didnt work in ie lockpick throw (where it should also) so im not sure do it work at all in skill throws.
Honestly they all sound pretty fun:
Most tempting:
Abjuration - wizard tank time? does seem niche though
Evocation - bonus damage, easy aoes, and reliable cantrips seems like the most direct choice
Divination - good if you want to use save or suck spells, seems the other direct choice
Conjuration - teleports. and...uh, water. I don't care I love teleporting
Less so:
Enchantment - I like the idea, but not really feeling it, probably better to go divination for enchantment spells?
Necromancy - dunno
Transmutation - probably the worst if you want to actually have him in party. Bonus potions though
Illusion - I love the idea of illusionists, but is being able to cast see invisibility and avoid one attack per short rest....any good? Don't think so
Not just spells. IE Divination Gale if he gets 20 dice in his daily portent dices can quarantee that my Vengeance paladin can nova crit when ever I choose and do insane amount of damage😉