Dragonstorm Mage

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Dragonstorm Mage Quasiclass on HG Forum

Contents

Dragonstorm Mage (Sorcerer/Blue Dragon Disciple)

Requirements

Must have 10 levels of Sorcerer, 10 levels of Blue Dragon Disciple, Greater Spell Focus (Evocation), and Resist Energy (Electricity) before level 22.

Benefits

On achieving Dragonstorm Mage status at level 20 or 21, the character is automatically given Epic Spell (Hellball) and Epic Spell (Dragon Knight) as bonus feats (note: you cannot actually use those spells until you achieve epic status, i.e., level 21).

Any light or medium armor worn by the Dragonstorm Mage has its spell failure chance reduced to zero (Note: Dragonstorm Mages do not get armor proficiency feats through Sorcerer or XDD levels).

Dragonstorm Mages receive a CL/2 boost to lore for their spells. This can go beyond the normal 120 limit, up to 130% enhancement.

Spells

  • For certain spells, casterlevel = Sorcerer level + BDD level including legendary levels if the control class is Sorcerer or BDD.
  • In addition these spells count as Evocation for determining DCs and receive +1 spell penetration for every 10 caster levels over 20.

Those spells include:

Level Spells
1 Lesser Orb of Electricity
Lesser Orb of Sound
Negative Energy Ray (does divine damage)
Shocking Grasp
Summon Creature I
2 Gedlee's Electric Loop (targets which fail a Reflex save are dazed)
Shock Weapon
Summon Creature II
3 Lightning Bolt does (3/4 caster level)d6, 2/3 elec and 1/3 divine
Scintillating Sphere
Summon Creature III
4 Elemental Shield (duration multiplied by 10; provides elec/sonic immunity and elec kickback
Stoneskin
Orb of Electricity
Orb of Sound
Summon Creature IV
5 Ball Lightning (no longer limited to 1 ball per target; does 2/3 elec and 1/3 slashing damage)
Energy Buffer
Summon Creature V
6 Chain Lightning (does 1 additional point of damage per die; 1/2 elec and 1/2 divine)
Tenser's Transformation
Summon Creature VI
7 Great Thunderclap
Greater Orb of Electricity
Static Field
Greater Orb of Sound
Summon Creature VII
8 Summon Creature VIII
9 Meteor Swarm (becomes Thunderstorm; does clvl D10 electricity or positive, depending whatever is best against target)
Summon Creature IX
Epic Dragon Knight (Blue Dragon Disciple and Sorcerer levels stack for the purposes of acquiring the improved Dragon Knight summon.)
Epic Hellball (see below)

Other Changes

  • Dragon Knight
    • Dragon disciple levels count for improving Dragon Knight.
  • Hellball
    • Does (caster level*3/2)d20 electrical damage. Creatures that heal off eletric will take lowest exotic damage type instead (positive/divine/magic).
    • No longer breaks loot
    • Receives 1 additional use per day for every 10 levels of blue dragon disciple including legendary levels if the Mage's control class is blue dragon disciple)
  • Wing Buffet (requires draconic full transformation) gets enhanced DC = DSM levels + Constitution modifier.
  • Spells:
    • Ball Lightning now inflicts 2/- per 10 casterlevels in resistance debuff.
    • Scintillating Sphere now inflict 1% per 6 caster levels damage vulnerability.

Notes

Unlike any other mages, their Hellball does not break loot and does respectable damage to monsters as well as knocking them down. It is very useful for controlling big spawns, as it has a noticeable transit time from point of origin to the target area you can cast it then run to the spawn point for best effect.

Tips for Building and Playing

  • Casting any electric based spells underwater is inadvisable due to it causing electric kickback to everybody in range, even the auto recast of an Electric Weapon buff will cause this, so it is advisable to test out any spell you may wish to use in an underwater area in a safe location before employing it in a hostile combat situation.
  • Unlike any other mages, Hellball does not break loot and does respectable damage to monsters as well as knocking them down. It is very useful for controlling big spawns. Cast it at an expected spawn point then run in following it,if timed right you'll then be hitting lots of knocked down injured creatures.
  • Using Ball Lightning on everything whilst hilarious in Pre-LL areas can to turn to suicidal to the caster (and their party in the case of AoE kickback) when they hit kickback creatures, unless you have all required immunities covered, due to the sheer amount of hits on the target. Unless you want to invoke the wrath of fellow party members 'Tab' to ensure there are no AoE kickback creatures in any spawn you want to ball.

There are three main ways to build a DSM (Dragonstorm Mage).

  • Caster-Tank. This is a very hardy caster that gets all the Dragonstorm mage buffs and spells while wearing light or medium armor. Spell durations and penetration on non-DSM spells are very weak. A typical example would be 19 Sorc, 20 BDD, 1 Paladin. Some people spend the Epic Toughness feats to get full BDD progression, others do not. Another possible choice is wherever or not to use Auto-Still feats to allow shields and heavy armor.
  • Sorcerer Control Class. Typically 29 Sorcerer, 10 BDD, 1 Paladin. Gets caster epic spells in addition to ending with 49 caster levels, similar to a level 51 cheese sorcerer, for all non-DSM spells. In robes can get long lasting 65% conceal via EV, or switch to light or medium armor and get shorter lasting 50% conceal from displacement.
  • BDD Control Class. Typically 25 BDD, 12 Sorcerer, 3 Paladin/Blackguard. This version concentrates more on physical attacks and buffs with offensive spells as an backup. Base AB suffers a lot because of the sorcerer and BDD levels levels pre-20 but Tensers helps recover to acceptable levels.

See Also

Class-specific forum

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