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Also no, Magic Deceiver's spell book maxes out at 6th level spells. Meaning no merging with Lich.
......
wat.
You do also lose everything that makes you an arcanist pretty much so the class is more of a sorcerer limited to a limited amount of spells only focused around debuffs and dmg but your able to combine those and make each spell function as two spells at once while also removing some of the weaknesses of spells like touch spells needing to hit and also making single target spells hit in a cone or area of effect or aoe/cone spells hit single targets and your seemingly able to do this whenever you want. There is also the added effect of dipping a bit into other classes like being a bit like an oracle, have an animal companion either for instance a wolf at lvl 1 or pick from most of the animal companions at lvl 20 or maybe pick the one that allows you to restore all of an ally's spells or abilities without resting. Not sure how well it combines with different mythic paths but it seems like the class is pretty much made with the trickster path in mind since it just seems able to do so many things at once while also leaning a bit into skill checks since that for instance helps them with spell penetration and it's just so over the place. But again it seems like a class that is pretty OP early on but that falls off later on in the way that for instance the DC of the spells are fairly low since their restricted to lvl 6 at most though it at the same time has the added benefit of being able to increase spells like heighten metamagic without the feat for lower lvl spells while also able to mix and match the spell schools a bit which enables you to need less spells school to focus in since as long as you combine two spells and at least one of them is evocation for insance then you can pick the spell to always be evocation thus getting the bonus DC.
Also from my testing all the decievers seem to have the same spell lists the only difference is the special effects, like being able to restore someone's usable spells + abilities that would otherwise require a long rest or having an animal companion from lvl 1.
Way longer post then intended.
Cool concept, but feel weird the chronomage don't get more time spells, the inventor can't create magic items etc... yeah, the archetype feel like the perfect trickter add-on.
Slight downside is that it needs Atheist. So no immersive Urgathoa dialogues in such a run.
The Archetype also reminds me a bit of the Charlatan and the Ur-Priest prestige classes from DnD 3.0.
I might have got it wrong, but did they add the Arcane Spirit feat? Cha based casters get a change at giving their opponent a -2 penalty to save against their next spell.
Also, reading up on the Blackened oracle curse you get hellfire ray (6th level) and not delayed blast fire spell (7th) *sad*
Banshee Blast
Caustic Eruption
Chain Lightning
Circle of Death
Disintegrate
Greater Dispel Magic (Target)
Ki Shout
Peer Into Spell Resistance
Phantasmal Putrefaction
Serenity
Acidic Spray
Arcana Theft
Baleful Polymorph
Cone of Cold
Feeblemind
Fire Snake
Hold Monster
Peer Into Avoidance
Phantasmal Killer
Wracking Ray
Boneshatter
Confusion
Curse of Magic Negation
Enervation
Fear
Obsidian Flow
Peer Into Endurance
Phantasmal Web
Shout
Touch of Slime
Dispel Magic (Target)
Fireball
Hold Person
Lightning Bolt
Peer Into Mind
Rainbow Pattern
Ray of Exhaustion
Silver Darts
Slow
Vampiric Touch
Acid Arrow
Blindness
Boneshaker
Excruciating Deformation
Explosive Runes
Frigid Touch
Haunting Mist
Hideous Laughter
Molten Orb
Peer Into Reflexes
Burning Hands
Color Spray
Corrosive Touch
Incendiary Runes
Peer Into Energy Resistance
Ray of Sickening
Reduce Person
Shocking Grasp
Sleep
Snowball
Caustic Eruption + other spell causes you to get hit with other spell :(
(In my case: Disintegrate)
Haunting Mist + other spell tends to result in other spell not working...
(so RIP 1-spell combo: Baleful Polymorph + Haunting Mist dreams)
Chain Lightning + other spell doesn't chain to other targets?
(I used a single target spell here)
The Domain powers you get from Living Deity still scale off of wisdom and you don't get the spells, so it isn't as good as you would think.
I do think the class is pretty interesting and naming my own spells is fun to me (I called a Snowball/Color Spray fusion 'Yellow Snowball' :D ). Also according to the class sheet, it should have access to the damaging cantrips, yet they are not available in the spell book. Not sure which way it's supposed to be.
Yeah, otherwise the class would be significantly weaker.
I will check this again.
Just checked again with a fireball/lightning bolt. Dc says it's 18 when I cast it in combat it had it at 18. 20 ch and 3 for level gets it to 18. My lightning bolt dc is 20, and fireball is 22. So at least for me none of the spell feats seem to be working.