High Magus help
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- Tinker Dragoon
- Supreme Being
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- Joined: Sun Nov 25, 2001 2:01 am
- Location: On the threshold of a dream
If you have the old edition of Federation of Magic (the one with the spells), then you'll find them all reprinted in the BoM. On the other hand, I believe it also has all the Temporal Magic spells, and High Magi happen to be one of the few classes with free access to this magic. Its selection of common invocations is also more extensive than RUE's, which means you won't be missing out on any spells at those levels where the High Magus has "all nth-level spells."
I'm not aware of any special "gotchas" related to High Magi, beyond what's mentioned in the book itself (no M.D.C. races allowed, usually can't use automatons outside of Dweomer, etc.).
I'm not aware of any special "gotchas" related to High Magi, beyond what's mentioned in the book itself (no M.D.C. races allowed, usually can't use automatons outside of Dweomer, etc.).
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
- Tinker Dragoon
- Supreme Being
- Posts: 2433
- Joined: Sun Nov 25, 2001 2:01 am
- Location: On the threshold of a dream
That's not strictly true. At low levels, High Magi have access to a number of offensive spells, but these are mainly oriented towards large-scale destruction (Collapse, Firequake, Summon Ley Line Storm, etc.). They only get a couple of targeted, direct-damage spells by default (Annihilate and Soul Twist), but more can be acquired with level advancement.
Still, at the lowest experience levels, the High Magus is probably most effective as a healer/defender, although his ability to provide the party with magic weapons is nothing to sneeze at, especially if there are a few combat monsters in the group.
Still, at the lowest experience levels, the High Magus is probably most effective as a healer/defender, although his ability to provide the party with magic weapons is nothing to sneeze at, especially if there are a few combat monsters in the group.
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
Gravitus Everlast wrote:Would it be possible to take Controller as your RCC and High Magus as your OCC? I figure the controller class would provide me with my low level spells and the High Magus would blast me into the high level spells. Also, with that combination, I'd be able to better accommodate the rest of the group with the High Magus' magic item making skills and protect the group with my automatons that I can now make to my own custom specs. Also note that so far I'm the only one in the group that's using magic. There's also a minotaur paladin, and a human street rat... so far, but more are sure to join.
No because the Controller is an OCC as well. Now if your GM allowed Multi Occ's and Dual Occ's then yes it could be done but it would be difficult to explain that in a Background.
Rogue Scientist wrote:No, you cannot dual-class the two unless your GM is, quite frankly, terrible.
I disagree strongly with that sentiment. While Palladium doesn't have a Dual OCC system doesn't mean that if a GM did one (I have done so) that any combo of classes as long as it is explained in the background of the chara is unreasonable. Now there are some that I wouldn't allow depending on their powers and how well they would work together not that I can think of any such combos at the moment other than saying that nothing can be dual classed with a cosmo blight.
Gravitus Everlast wrote:Marcethus wrote:The High Magus by itself is a good OCC but combined with OCC's (if your GM allows that sort of thing) is one that takes careful consideration.
Also consider though that their spell list starts at 11th level and continues up, and that they can't learn anything below 8th that isn't an illusion. As per the fact that they make magic items for a living, unless they're only gonna make automatons, they should have previous knowledge of lower level spells, otherwise they're just gonna make power items that only munchkin players should use. Those lower level spells make their creations more usable to the other players and frankly make a more well rounded character.
Actually that would only be true if the GM allowed the player to get away with stuff like that. See everything has it limits and if the GM doesn't want to allow a certain magic Item to be created then he doesn't have to allow it to be. Munchkins only thrive when the GM loses control of the game.
- Tinker Dragoon
- Supreme Being
- Posts: 2433
- Joined: Sun Nov 25, 2001 2:01 am
- Location: On the threshold of a dream
Gravitus Everlast wrote:Also consider though that their spell list starts at 11th level and continues up, and that they can't learn anything below 8th that isn't an illusion.
Actually, High Magi learn at least one spell of every level. It just happens that at some levels, one or two spells are all they get, and except for the spells gained automatically, no spell lower than 7th level may be learned (one could argue that this restriction only applies to spells gained through level advancement, but even then, the High Magus is limited in the number of spells that can be acquired).
Lord Magi are the folks who can learn illusions without restriction.
As per the fact that they make magic items for a living, unless they're only gonna make automatons, they should have previous knowledge of lower level spells, otherwise they're just gonna make power items that only munchkin players should use. Those lower level spells make their creations more usable to the other players and frankly make a more well rounded character.
The only permanent magical items a High Magus can create are those produced by individual spells, such as Amulets, Talismans, and Scrolls (zombies, mummies, golems, and automatons don't exactly qualify as "items," but they can be created too), and the spells that create such items are all high-level.
More versatile magical creations are the province of other classes, such as the Techno-Wizard, Mystic Kuznya, Alchemist, and Runesmith.
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
- Khord - Lizard Mage
- Explorer
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- Joined: Wed Nov 19, 2008 10:20 am
- Location: South Jersey
Re: High Magus help
Remember that most of the better and more useful lower level spells can be put into talismans. As long as you have another mage you are friendly with to charge them up after you use them, you can cast both high and low power magic.
"It's not just a Race, it's an occupation." - Khord
"Fear the Evil Red D20" - R.I.P. Arne Karl Swenson
"Fear the Evil Red D20" - R.I.P. Arne Karl Swenson