Cryomancer
Arcane
PoE2 gives Transmuters the most love of any game though. A unique and at will shapeshifting spell is exactly what they need.
I strongly disagree. Disintegrate no longer OHK and is cipher only spell. You no longer can petrify enemies. Nor cast powerful defensive spells like stoneskin. The ogre form is far weaker than Tenser's Transformation form in BG2. I suggest checking Green Wizards on KoTC2.
heroic fantasy said:source : https://www.heroicfantasygames.com/FWE/Pages/FWE_Wizard.htm
- Green Wizard Improved Widen: You can cast a Widened version of Dispel Magic, Haste and Slow at a +1 spell-level cost, rather than the normal +2 spell-level cost.
- Green Wizard Quick Casting: You can cast Protection from Arrows, Enlarge, Enhance Weapon, Protection from Energy, Enhance Ability, Darkvision, Greater Enhance Weapon and Haste as move-action spells, rather than standard-action or full-round action spells.
- Green Wizard Improved Alteration: The enhancement bonus from your spells Enhance Weapon and Greater Enhance Weapon increases by +1. The enhancement bonus from your spell Enhance Ability increases by +2.
- Green Wizard Advanced Specialization: You cast Disintegrate as a level-5 spell and Greater Disintegrate as a level-8 spell.
- Green Wizard Improved Reach: You cast the spells Enhance Weapon, Protection from Energy, Enhance Ability, Darkvision, Greater Enhance Weapon, True Seeing and Greater Protection from Energy as close-range spells, rather than touch spells.
You can also permanently become a construct at high levels
heroic fantasy said:"Construct Transformation requirements: Level 15 Wizard or Sorcerer, Juron Attunement, Greater Spell Focus (Alteration), 250,000 gold, 20,000 XP, 1 Star Diamond.
Effects: You gain 50 extra Hit Points and Damage Reduction DR 10/magic. You gain Fire and Cold damage immunity. Your Base Attack Bonus (BAB) is upgraded from low BAB to medium BAB. Your size category increases by one, from Small to Medium, Medium to Large, or Large to Huge. You gain two extra arms (a Mantis would then have six arms). You receive a +4 bonus to Concentration checks and a +4 bonus to Strength. You gain 50% resistance to sonic damage and 50% vulnerability to acid damage."
source https://www.heroicfantasygames.com/FWE/Pages/FWE_Moons.htm
I honestly am in doubt between Dark Wizard or Green Wizard. Both are amazing. Greater disintegrate in KoTC2 OHK enemies and if they succeed the save, they still take 8d8 damage. Transformation doesn't even disable your spells. Which makes it even better than in NWN1, in nwn1, I only use it vs enemies with high SR(spell resistance).
Some spells from KoTC2 :
heroic fantasy said:source : https://www.heroicfantasygames.com/FWE/Pages/FWE_Wizard.htm
- Transformation (Alteration. Personal. 1 round per level. Your base attack bonus becomes equal to your caster level and you gain a +4 enhancement bonus to Strength, Constitution and Dexterity. You can still cast spells.)
- Greater Disintegrate (Alteration. Medium Range. Creatures struck by this green ray are immediately turned to ashes. The spell requires a successful ranged touch attack. Subjects who are successful on a Fortitude saving throw instead take 8d8 points of damage plus one point for every caster level.)
- Flesh to Stone (Alteration. Melee touch. Fortitude negates. The spell petrifies a single creature, turning it into an inert, mindless stone statue. Permanent.)
- Baleful Polymorph (Alteration. Medium range. Fortitude negates. For 1d6+1 rounds, you turn a living creature into a toad. While polymorphed, access to the inventory is lost. You cannot use manufactured weapons. Verbal spells cannot be cast without the Silent Spell metamagic. You gain a single bite attack (1d4 damage) which replaces all your normal attacks. Your speed drops to 10. You gain the following ability scores: Strength 4, Dexterity 14, Constitution 10, Intelligence 6, Wisdom 14, Charisma 4. You retain your class, level, hit points, size category, space, alignment, base attack bonus, saving throw bonuses, feats, immunities, spell-like abilities, extraordinary abilities and supernatural abilities.)
- Time Control (Alteration. 25' radius circle. Duration 10 rounds. All friendly targets in the area of effect are hasted. All enemy targets in the area of effect are slowed, unless they succeed on a Willpower saving throw. A hasted creature holding a weapon gains an extra attack. Recipients also gain a +1 bonus on reflex saving throws, a +1 dodge bonus to AC and a +1 bonus to attack rolls. The recipient's speed doubles. Slowed creatures may not perform full attacks or other full-round actions. Speed is halved and the creature takes -1 penalties on Reflex saving throws, AC, and attack rolls.)
There are way more cool spells from alteration in KoTC2. As a Transmuter in KoTC2, you can control the flow of time(sadly not completely stop), reduce enemies into ashes, buff party, become a construct, petrify enemies, transform enemies into toads(...)
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