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Alternate Wizard: Preview 2

🕑 Added 2024-07-24 16:35:30 +0000 UTC
Alternate Wizard: Preview 2
Alternate Wizard: Preview 2
Alternate Wizard: Preview 2
Alternate Wizard: Preview 2
Alternate Wizard: Preview 2
Alternate Wizard: Preview 2

Comments

Jeff Potato

Also, I like the new Transmuter. I've considered that maybe transmutation wizards should be able to keep their mental stats while Polymorphed or something, but the bonus action thing also works well.

Jeff Potato

On one hand, I never liked the GP cost for copying spells. On the other hand, it feels like there should be *some* limitation there, because the Wizard's toolkit just keeps getting bigger and bigger every time the party finds a scroll lying around. I've often wondered if the Wizard spell list should really be *that* much longer than all the others, but you'd probably have to rewrite a lot more than one class to fix the situation.

laserllama

Thank you for taking the time to write this up! I knew that "Signature Spell" was a feature I had to get right to capture the feeling of being a Wizard. Seems like I'm on the right track!

Sean P Havern

A week after posting, but I want to focus on Signature Spell. I think this feature captures what it means to be a wizard better than any other feature I have seen in 5e. Many spells are associated with great wizards and at least in my home setting, lv 7 wizards are fairly rare. The idea that a wizard can plant his/her mark on magic by creating a new spell is great. This is something I have encouraged in my own games but the mechanics provided make it much better. Also, the RP moments that can arise from two wizards using one another's spells is very exciting. Whether its two allies or two enemy wizards, the story potential is incredibly high. Mechanically, I think it is pretty balanced. First, the removal of the ability to change saving throw makes sense from a power and in-game perspective. Generally speaking, charisma is the best saving throw to attack for monsters so an immediate meta forms if you can change saving throw. The same can be said in regard to damage to a certain extent, but spell save is still more impactful than say switching fireball to acid bomb. In-game it doesn't make sense to have a fireball or lightning bolt that is resisted by anything other than Dex (ie getting out of the way). I am sure someone could argue why being charismatic helps you avoid a fireball, but that would require mental gymnastics. For these reasons I heavily support this change. The remaining options allow for a wizard to make completely new spells, and that is good. There are so many options. I am imagining a lv 7 offensively minded norse themed wizard turning Burning Hands into Thormund's Thunder, a spell that unleashes a wave of thunder damage in a cone using a bonus action. Then follows it up with a strike from a quarterstaff. There are just so many options and the feature is compatible with any spell added by other third party books like the book of lost spells or Blackstaff's spells or Deep Magic. I have never played a wizard before, this one feature makes me want to play a wizard whose main motivation is the creation of his own spell that will be remembered and used by other wizards for generations to come. Well done!


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