If you really want to work Shocking Grasp into something beyond a middling damage bump, metamagic like Rime Spell or Dazing Spell would be the obvious option, eventually crossed with Persistent Spell to keep the DC fierce. Mnemonic Enhancer is one of the sweetest Wizard-only spells in the game.īlood Conduit Bloodrager can swift-action a Shocking Grasp after punching or tripping someone. Only a Wizard can pull of this fun little trick. Add in your 8 hours of rest and hour to prep your normal spell slots so you'd have only 10 hours to use up those 72 phantom levels.Ī Ring of Sustenance and or the Arcane Discovery Fast Study would buy you more time to play, of course. Bare in mind, casting those 24 castings of Mnemonic Enhancer would take you 4 hours plus the 1 hour to prep the actual spells into the phantom slots. Using that trick, a 20th level wizard that used all 24 base spell slots from levels 4-9 would be able to prepare an additional 72 levels of spells (no higher than level 3, mind you). Fill them up with Shocking Grasp or whatever, go to sleep, then prep the rest of your spells in the morning with the phantom slots from the night before still in effect for the remainder of ME's 24 hour duration (from the time you cast it). Immediately before resting for day 2 (battle day), use the Prepare option of ME to give yourself 3 extra levels of spells to prep per casting of ME. If you have roughly 48 hours in game to prepare for a big battle, fill all your 4th level or higher spell slots with Mnemonic Enhancer on day 1. When you get to even higher levels and can learn 4th level spells, take Mnemonic Enhancer. If you want Shocking Grasp to be your signature spell for later levels, make sure to invest in a Lesser Elemental Metamagic Rod so you can switch up the electrical damage when needed. The +3 to attack rolls Shocking Grasp provides in those situations is nothing to scoff at. That said, don't dump your Strength.Īlso, always be aware of whether your target is wearing metal armor or using a metal weapon. It will let you make touch attacks at medium spell range with a +2 to your attack roll, but not suffer any of the usual ranged touch attack nonsense (-4 for shooting into melee, -4 cover) since it's still a *melee* touch attack, just at range. The trait you took in the previous section keeps the spell in 1st level spell slots so you can prepare more.Īs for delivering the spell without putting yourself in melee range? Screw putting your familiar at risk or screw having a familiar at all and go with a bonded item. Take the feat Intensified Spell, apply it to your Shocking Grasps and raise the damage die cap from 5d6 to 10d6 (actual caster level dependant, of course). Take the trait Magical Lineage or Wayang Spellhunter, applied to Shocking Grasp to lower the effective level of SG when you apply metamagic to it. I use shocking grasp a lot for my pure wizard.
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