I
imperterritus
Guest
When I originally planned the build for my necro-mage, I was under the mistaken impression that you still needed to be able to cast a spell in order to make the spell scroll using the Inscription skill. It is my understanding that this is no longer the case; you simply need the spell in your spellbook and sufficient Inscription skill to make the desired scroll. Anyways, that's the main reason I gave him Inscription:
Macro, elf
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* 110: Magery
* 105: Necromancy, Resisting Spells
* 100: Eval Int, Meditate, Spirit Speak
* 100: Inscription
Now I'm thinking perhaps I should pass the Inscription skill on to a craftsman, and give Macro a defensive skill instead. My choices would be Anatomy, Wrestling, or one of the weapon skills.
Anatomy -- I haven't had a character with both GM Anatomy and Eval Int before. It seems cool to be able to have some protection and be able to see both a person's stamina and mana level.
Wrestling -- Would grant him the two special moves in addition to the protection.
melee skill -- (probably Fencing for dagger) No special moves, but the ability to use Curse Weapon if I chose to keep him in melee range.
Archery -- Again no special moves, but a continuous source of low level damage. It's sort of a 65th Magery spell, "Real Arrow" in addition to "Magic Arrow".
Both Anatomy and Wrestling would allow him to keep the Magery spellbook armed to take advantage of its bonuses.
What do you-all suggest? Another alternative (my original plan) was to keep the Inscription for its added magery damage, and arm him with a mage weapon that has a low skill penalty.
(Woah, I just tested that you could use Curse Weapon on archery weapons. So, a continous source of low level damage and an ongoing source of heals ... wow! Are all necro-mages archers?)
Macro, elf
-----------
* 110: Magery
* 105: Necromancy, Resisting Spells
* 100: Eval Int, Meditate, Spirit Speak
* 100: Inscription
Now I'm thinking perhaps I should pass the Inscription skill on to a craftsman, and give Macro a defensive skill instead. My choices would be Anatomy, Wrestling, or one of the weapon skills.
Anatomy -- I haven't had a character with both GM Anatomy and Eval Int before. It seems cool to be able to have some protection and be able to see both a person's stamina and mana level.
Wrestling -- Would grant him the two special moves in addition to the protection.
melee skill -- (probably Fencing for dagger) No special moves, but the ability to use Curse Weapon if I chose to keep him in melee range.
Archery -- Again no special moves, but a continuous source of low level damage. It's sort of a 65th Magery spell, "Real Arrow" in addition to "Magic Arrow".
Both Anatomy and Wrestling would allow him to keep the Magery spellbook armed to take advantage of its bonuses.
What do you-all suggest? Another alternative (my original plan) was to keep the Inscription for its added magery damage, and arm him with a mage weapon that has a low skill penalty.
(Woah, I just tested that you could use Curse Weapon on archery weapons. So, a continous source of low level damage and an ongoing source of heals ... wow! Are all necro-mages archers?)