Author Topic: Tips on Playing a High Lore Spell Caster  (Read 6503 times)

Offline Rygar

  • Conversationalist
  • **
  • Posts: 559
    • View Profile
Tips on Playing a High Lore Spell Caster
« on: April 15, 2010, 08:54:39 PM »
So, Im looking at getting into this game over the summer with a few friends.  Im just wondering what sorts of things a High (Superb) Lore spell caster would be good at?  It seems like you would get more direct mileage out of having a higher stat in Conviction or Discipline.  I just want to pick everyones brains for both mechanical effects and role playing ideas.

My current character concept is rather rough.  We're playing at Submerged.  Right now I basically have a few aspects in mind and my High Concept (Warden of the White Council) and a few other things, like a desire to play up having a high Lore (thinking something like Knowledge is Power for an aspect). 

So, looking for mechanical effects that having a high lore is good for, and a few random roleplaying ideas. 


(I did see the Enchanted Item patch and wow that does help.)

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #1 on: April 15, 2010, 09:06:59 PM »
In terms of Evocation...you'd honestly be better off with Conviction or Discipline. That's just the way it works.


That said, Lore does indeed have it's advantages:

1. Items: As you mention, Enchanted Items are powerful and cool with high Lore.

2. Rotes: You get a number of Rotes equal to your Lore, having a wide variety of nearly risk-free magical effects is nothing to sneeze at.

3. Research: With the ability to make Assessments and Declarations, that can easily be used on any supernatural being you like, knowledge really is power if used correctly.

4. Thaumaturgy: The last and most important facet. Lore covers the base complexity of Thaumaturgy you can do on the fly...and reduces the prep time and effort for even the most ridiculously large spell. It can also easily be used as a skill to add Aspects to the spell. Lore is the skill for being the scariest Thaumaturge anyone has ever seen.

Offline iago

  • The Merlin
  • Posty McPostington
  • *******
  • Posts: 3071
  • I'm the site administrator.
    • View Profile
    • Deadly Fredly
Re: Tips on Playing a High Lore Spell Caster
« Reply #2 on: April 15, 2010, 09:36:24 PM »
5. Perception: Don't underestimate the benefit of Lore = Supernatural Alertness.  This guy's going to be *plugged in*.  When he says "I've got a bad feeling about this", you *listen*.
Fred Hicks
I own the board. If I start talking in my moderator voice, expect the Fist of God to be close on my heels. Red is my Fist of God voice.
www.evilhat.com * www.dresdenfilesrpg.com
Support this site: http://www.jim-butcher.com/store/

Offline Vash the white

  • Posty McPostington
  • ***
  • Posts: 1685
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #3 on: April 15, 2010, 10:13:24 PM »
Yeah im making in character somewhat the same at one point or another. he has a high lore(suberb)conviction(suberb) and disipline(great) i always thought a high lore would be the funnest, because you would be the one in the know, and i think a lot of people underestimate thaumaturgy(or at least some do), because sure you cant just blow somting up as well as the next wizard, but you can sommon one Powerful being to do it for you, or you could do a wealth of comlex spells. that kind of magic always apealed to me more.
also you could be the bob like character of the group, now that would be just fun
"THIS WORLD IS MADE OF! LOVE AND PEACE!LOVE AND PEACE!"

Offline iago

  • The Merlin
  • Posty McPostington
  • *******
  • Posts: 3071
  • I'm the site administrator.
    • View Profile
    • Deadly Fredly
Re: Tips on Playing a High Lore Spell Caster
« Reply #4 on: April 15, 2010, 10:20:09 PM »
Good frickin' god, he's a tank.
Fred Hicks
I own the board. If I start talking in my moderator voice, expect the Fist of God to be close on my heels. Red is my Fist of God voice.
www.evilhat.com * www.dresdenfilesrpg.com
Support this site: http://www.jim-butcher.com/store/

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #5 on: April 15, 2010, 10:23:17 PM »
Good frickin' god, he's a tank.

Yeah, I built a Warden with those stats as well (though I haven't gotten to play him yet). His other Great skill was Weapons. Submerged level Wizards who focus on it are terrifying.

Offline Vash the white

  • Posty McPostington
  • ***
  • Posts: 1685
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #6 on: April 15, 2010, 10:52:59 PM »
Good frickin' god, he's a tank.
lol, yep he is, *tear drop* im so proud
Yeah, I built a Warden with those stats as well (though I haven't gotten to play him yet). His other Great skill was Weapons. Submerged level Wizards who focus on it are terrifying.
i may self say that any wizards are terrifying. but as you say  the ones one who focus on it are even more terrifying, their almost as bad to piss off as a powerful fey
"THIS WORLD IS MADE OF! LOVE AND PEACE!LOVE AND PEACE!"

Offline iago

  • The Merlin
  • Posty McPostington
  • *******
  • Posts: 3071
  • I'm the site administrator.
    • View Profile
    • Deadly Fredly
Re: Tips on Playing a High Lore Spell Caster
« Reply #7 on: April 15, 2010, 10:57:44 PM »
Yep. And most of them are the experienced Wardens. There's a reason Harry, for all his power, was impressed when they went to town in Dead Beat.
Fred Hicks
I own the board. If I start talking in my moderator voice, expect the Fist of God to be close on my heels. Red is my Fist of God voice.
www.evilhat.com * www.dresdenfilesrpg.com
Support this site: http://www.jim-butcher.com/store/

Offline Vash the white

  • Posty McPostington
  • ***
  • Posts: 1685
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #8 on: April 15, 2010, 11:03:38 PM »
wardens, wizards with swords, now that is just bad azz. and to add to a show of their power, they impress HARRY, sure he wasnt ungodly powerful in that book, but , like you said, he was still a force to be reckoned with, i think most would be impressed if it impressed them. I myself am a fan of luccio, she gets put in a another body, and still decides to carry on being a warden, i call that dedication.
"THIS WORLD IS MADE OF! LOVE AND PEACE!LOVE AND PEACE!"

Offline Ard3

  • Participant
  • *
  • Posts: 33
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #9 on: April 17, 2010, 10:14:04 AM »
Might be slightly offtopic, but what I came up while thinking high lore & low conviction warden was using high power items instead of evocations in combat.
Lets say Conviction +2, Discipline +4, Lore +4 and thaumaturgy specialisation crafting strenght. 4 focus slots from evo & thaum. Use 1 to thaumaturgy focus crafting strenght +1. Effective Lore of +6 for crafting strenght. Now the item:

Gravity Hammer
Base item is BIG twohanded hammer, Weapon: 3 by itself.
Enchanted effects:
Weapon: 4 zone wide attack 3/session. Discipline to aim, Endurance to resist.
Block strenght +7 5/session.
Total 6 slots.

Breakdown:
Crafting str +6 divided to weapon: 4 attack and 2 shifts to effect entire zone 1/session. 1 slot.
Shield +6, 1/session. 1 slot
Shield str +1. 1 slot
2 more uses to weapon. 1 slot.
4 more uses for shield. 2 slots.
Discipline to aim because it is spell.
Endurance to resist because it is area effect, so no block/parry (Fists or Weapons) nor dodge (Athletics).
Upgraded shield strenght so that you wont hurt yourself so easily.

Can attack enemies with up to Fantastic(+6) zone wide Weapon: 4 and not take any damage yourself because shield blocks it.
Can attack with normal attack when allies in same zone.
More uses of shield so you can use it couple time and still attack safely.
Just be careful when rolling Discipline, +3 or higher and it hurts. A lot.
When using, remember to shout "It's Clobbering time!", "Hammer time!" or something similar. Just because you can.


My first enchanted item, so if I made a mistake, please do tell.
What do you think?

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #10 on: April 17, 2010, 10:26:55 AM »
That works mechanically, though I'll note that you should probably raise Conviction to Good. With that and a Power specialization in an Evocation element of your choice, you can throw around Great Evocations as well as the effects of the hammer. Best of both worlds if you can afford it. There are a few more complex ways to achieve the same result, but that one's the simplest and easiest.

Offline Ard3

  • Participant
  • *
  • Posts: 33
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #11 on: April 17, 2010, 10:44:46 AM »
True, but this was designed for character that has low Convinction for thematical & roleplaying reasons.

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #12 on: April 17, 2010, 10:49:59 AM »
True, but this was designed for character that has low Convinction for thematical & roleplaying reasons.

Good Conviction IS low for a Wizard. Or at least not high. Still, the other easy way to do the same thing is with a level of Refinement (granting either two Focus Items for +1 offensive and defensive power, or two Evocation specializations, granting +1 Power or Control to something, and +2 Power to something else).

Or alternately, if you can't afford Refinement, to raise Lore to Superb, drop the Crafting Strength Focus, and lower the item's power slightly (only 6 shift blocks, and only three per session, which will save two slots), and use those two item slots for a Focus (again, +1 each offensive and defensive Power).

Offline Vash the white

  • Posty McPostington
  • ***
  • Posts: 1685
    • View Profile
Re: Tips on Playing a High Lore Spell Caster
« Reply #13 on: April 17, 2010, 05:08:02 PM »
Well i dont know excatly how you want this character to be but i am making a thaumautrgy based guy too. but i managed to give him two suberbs so he has suberb lore and conviction, and a great discipline. he also took refinment twice, so he has the best of both worlds, he may be thaumaturgy based, but he can still set your ass on fire too, or bring the ground from under you and crush you with it. thats the character i made, but if you want a low conviction, have it be at least good. and did you say four focus items? i like that idea, lets you have a focus item for all your powers
"THIS WORLD IS MADE OF! LOVE AND PEACE!LOVE AND PEACE!"

Offline iago

  • The Merlin
  • Posty McPostington
  • *******
  • Posts: 3071
  • I'm the site administrator.
    • View Profile
    • Deadly Fredly
Re: Tips on Playing a High Lore Spell Caster
« Reply #14 on: April 17, 2010, 05:37:54 PM »
Good Conviction IS low for a Wizard. Or at least not high. Still, the other easy way to do the same thing is with a level of Refinement (granting either two Focus Items for +1 offensive and defensive power, or two Evocation specializations, granting +1 Power or Control to something, and +2 Power to something else).

Frankly I'd say Fair is where it's lowish. Good is just one down from the highest you can get in Great-capped games, so I don't regard it as slouchy. :)
Fred Hicks
I own the board. If I start talking in my moderator voice, expect the Fist of God to be close on my heels. Red is my Fist of God voice.
www.evilhat.com * www.dresdenfilesrpg.com
Support this site: http://www.jim-butcher.com/store/