Yeah, no doubt they'll be gulping down plenty of healing potions during battle. But at least with their lower HP mages don't require as much healing after a battle... My thought was to have the cleric load up mostly with healing spells. Then he could cast Sanctuary and heal the others during battle. With Dark Side a mage can use a healing spell called Ettin's Healing, so that will help too.
I guess I could change the mage-thief to cleric-thief...
The biggest problems that I foresee are: 1) how to fight opponents who have magic resistance, and 2) they will be a bunch of weaklings who won't be able to carry much of a weight load. With respect to the former, I'm not sure yet what I will do--maybe have them all polymorph into animals, lol! Regarding the latter, I guess I could have them cast Strength to schlep stuff back to a store. And the cleric will have the gauntlets of ogre strength available.
As far as balance goes, this party is heavily tilted toward mage spells but that is the intention. One defensive spellcaster/healer is enough (I'm gambling!), and between druid vs. cleric I prefer a cleric. Don't want a paladin or bard for this thing because the the plan is: No melee fighting. No bows. Slings or darts only as a last resort. I will be forced to win battles almost entirely by spellcasting. Also, I'm going to continue to try to keep wands and the monster summoning spells to a bare minimum as I'm currently doing with my paladin party.
This party could end up being overpowered, actually, at least with Dark Side. There is a fantastic DS spell called Daerragh's Aura Cleansing which 'removes spell residue from previous spells' and thereby allows the mage to cast spells in lightning succession when hasted (and especially when wearing the special mage gloves in DS). Enemies are generally overwhelmed by a barrage of spells from a mage who using that spell, and don't stand much of a chance.
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