What's a wizard to do..
What's a wizard to do..
While everyone else in the group is doing something, for many rounds and typically in fight after fight.,, what do you all have your mage doing? Once they're out of spells.. the low AC, low hp and weak (short ranged) weapons selection is not all that much fun to be playing, once they're out of spells.
Thoughts on how you all handle this?
I have many ideas, I'm just fishing to hear yours.
Magic items, scrolls, etc. are the obvious. Have a second PC for the player, say a simple fighter, a protector and let him play both PCs.. never a dull moment that way for sure.. but I'm looking for some really out of the box creative ideas, simple is good too.
Thoughts on how you all handle this?
I have many ideas, I'm just fishing to hear yours.
Magic items, scrolls, etc. are the obvious. Have a second PC for the player, say a simple fighter, a protector and let him play both PCs.. never a dull moment that way for sure.. but I'm looking for some really out of the box creative ideas, simple is good too.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
I'm currently playing the group's wizard as an NPC, so I have creative control so to speak. Once the inevitable depletion of spells happens, I have him act as not only a rear guard but also as a lookout for the group. While you don't always hear specific shouts in the heat of battle, a timely warning can be the difference between survival and -10.
Re: What's a wizard to do..
In the ckg it inticates that a wizard's spells per day should be the last batch of spells they use and a wizard's inventory should be supplemented with spell staves and scrolls. Not a bad approach.
Re: What's a wizard to do..
I like the question. I think there's a direct and indirect question in it.
During combat, I've seen wizards bandage wounds (-1 to -9), open/close doors, retrieve dropped weapons or give weapons, help prepare for an escape, etc.
Indirectly, in my group, our wizards are usually the calm in combat. They are generally waiting for a moment and the precise opportunity to act. Often they hold their action for an event to react or start the fight with a bang - all depending on the situation.
A classic example is the party is fighting cultists on two sides. The wizard simply watched and waited, from a 3rd and unexpected side, another group of cultists show up. The party was in disarray. The character playing the wizard coolly said "I got it." he then proceeded to cast a 6d6 fireball scoring 30 of 36 pts. of damage.
The player was very content not to act but knew his role of how and when to act - the exact moments he needed to throw a spell. He didn't need to do something every round.
During combat, I've seen wizards bandage wounds (-1 to -9), open/close doors, retrieve dropped weapons or give weapons, help prepare for an escape, etc.
Indirectly, in my group, our wizards are usually the calm in combat. They are generally waiting for a moment and the precise opportunity to act. Often they hold their action for an event to react or start the fight with a bang - all depending on the situation.
A classic example is the party is fighting cultists on two sides. The wizard simply watched and waited, from a 3rd and unexpected side, another group of cultists show up. The party was in disarray. The character playing the wizard coolly said "I got it." he then proceeded to cast a 6d6 fireball scoring 30 of 36 pts. of damage.
The player was very content not to act but knew his role of how and when to act - the exact moments he needed to throw a spell. He didn't need to do something every round.
Re: What's a wizard to do..
Its one of the reasons I adapted the Eldritch Bolt idea from 4E D&D, or whatever its called. I call it Arcane Blast or Divine Blast in my house rules. Much cooler than shooting with a sling, etc... because its still completely magical...
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
Great inputs all, BUT this is a 3rd lvl mage with ZERO magic items.. he is the calm in the storm and has been amazingly creative with zeroth level spells. I'm thinking of a low level ring of wizardry something to simply amplify his low level spells without getting nutty at higher level.
I allow the clerics and druids to convert to healing, I like the idea of letting the mage simply "blast" magic in place of any spell.. Tree, that would make a great spell write up you could slip me now and include in the Doomsday first issue! Nothing like a two-for-one!
I intend to create a "magic" weapon for mages, a engineered "tech" weapon or device for mages and a few low power magic items all with the theme of "how to keep your mage from watching and waiting WHEN they wish they were in with the mix doing damage and attacking with everyone else.."
Great input so far, looking for anything more if you got it. THANKS!!!
I allow the clerics and druids to convert to healing, I like the idea of letting the mage simply "blast" magic in place of any spell.. Tree, that would make a great spell write up you could slip me now and include in the Doomsday first issue! Nothing like a two-for-one!
I intend to create a "magic" weapon for mages, a engineered "tech" weapon or device for mages and a few low power magic items all with the theme of "how to keep your mage from watching and waiting WHEN they wish they were in with the mix doing damage and attacking with everyone else.."
Great input so far, looking for anything more if you got it. THANKS!!!
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
How's this for a house rule:
OHR#5 Arcane Magic Bolt:
1) Any level Wizard spell* (or memory slot) can be exchanged for a Magical Bolt "spell" at 1d6/(Wizard spell level). Ex. Any second level spell can be immediately converted to a 2d6 magical bolt spell. See Magic Missile spell for casting details with the above noted damage. Any target of the Magic Bolt may attempt a DEX save for half damage.
2) Any level Illusionist spell* (or memory slot) can be exchanged for a Shadow Magical Bolt "spell" at 1d8/(Illusionist spell level). Ex. Any second level spell can be immediately converted to a 2d8 shadow magical bolt spell. See Magic Missile spell for casting details with the above noted damage. However, the target of the Shadow Magic Bolt may attempt a DEX save for half damage and a second INT save for no damage.
3) Wizards & Illusionists add their Intelligence bonus to the total damage of the magic and shadow magic bolt spell.
OHR#5 Arcane Magic Bolt:
1) Any level Wizard spell* (or memory slot) can be exchanged for a Magical Bolt "spell" at 1d6/(Wizard spell level). Ex. Any second level spell can be immediately converted to a 2d6 magical bolt spell. See Magic Missile spell for casting details with the above noted damage. Any target of the Magic Bolt may attempt a DEX save for half damage.
2) Any level Illusionist spell* (or memory slot) can be exchanged for a Shadow Magical Bolt "spell" at 1d8/(Illusionist spell level). Ex. Any second level spell can be immediately converted to a 2d8 shadow magical bolt spell. See Magic Missile spell for casting details with the above noted damage. However, the target of the Shadow Magic Bolt may attempt a DEX save for half damage and a second INT save for no damage.
3) Wizards & Illusionists add their Intelligence bonus to the total damage of the magic and shadow magic bolt spell.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
Weapons to the wizard and the illusionist... what other weapons do you allow your wizards and illusionists? I was thinking knife, dirk, club, sling and sling staff would be OK and stones (thrown) seem OK too. Not saying they don't "throw poorly".. but that's covered by their BtH values.
If I allow the sling, then bolas make sense next. Hand crossbow seams reasonable too.
Thoughts?
If I allow the sling, then bolas make sense next. Hand crossbow seams reasonable too.
Thoughts?
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
I've always allowed Slings, even back in my 1E Days. Of course, maybe its one of their allowed weapons in 1E? I don't recall. I think 2E D&D added Hand Crossbows to their list too. Again, not sure, since I am not verifying it in the books. Pretty sure 3E allowed them all weapons classified as "simple".
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
I don't see Illusionists too much (no pun intended...), but I like the idea of the MU have a little better offensive power, especially at lower levels. Well done!Captain_K wrote:How's this for a house rule:
OHR#5 Arcane Magic Bolt:
1) Any level Wizard spell* (or memory slot) can be exchanged for a Magical Bolt "spell" at 1d6/(Wizard spell level). Ex. Any second level spell can be immediately converted to a 2d6 magical bolt spell. See Magic Missile spell for casting details with the above noted damage. Any target of the Magic Bolt may attempt a DEX save for half damage.
2) Any level Illusionist spell* (or memory slot) can be exchanged for a Shadow Magical Bolt "spell" at 1d8/(Illusionist spell level). Ex. Any second level spell can be immediately converted to a 2d8 shadow magical bolt spell. See Magic Missile spell for casting details with the above noted damage. However, the target of the Shadow Magic Bolt may attempt a DEX save for half damage and a second INT save for no damage.
3) Wizards & Illusionists add their Intelligence bonus to the total damage of the magic and shadow magic bolt spell.
Re: What's a wizard to do..
Nope. Its dagger, dart and staff only in 1E. Guess its just been a house rule for so long...
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
I like the idea of including the hand crossbow, but I think those would be a rare find. So far its been staff and daggers in most of my games.
Re: What's a wizard to do..
Ah, Unearthed Arcana expanded their weapons allowed to Caltrop, Dagger, dart, knife, sling and staff. So thats when I started allowing Slings.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
This is my House Rule for adapting one of the few good ideas, as far as I am concerned, offered up in 4E D&D...
SPELL CASTERS:
A new class ability for ALL spell casters, except Paladins.
Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.
As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.
Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration.
SPELL CASTERS:
A new class ability for ALL spell casters, except Paladins.
Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.
As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.
Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
I allow wizards to use a crossbow.
Another option is to allow wizards to use abilities from Pathfinder does based on school of magic (or a choice in C&C).
Universal: Hand of the Apprentice
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Transmutation: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Necromancy: As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Illusion: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Evocation: As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Enhancement: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Divination: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Conjuration: As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Abjuration: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Another option is to allow wizards to use abilities from Pathfinder does based on school of magic (or a choice in C&C).
Universal: Hand of the Apprentice
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Transmutation: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Necromancy: As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Illusion: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Evocation: As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Enhancement: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Divination: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Conjuration: As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Abjuration: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Re: What's a wizard to do..
They've broken this out into various groups and subgroups now with replacement abilities, etc.
Yet another reason why I left that game.
Yet another reason why I left that game.
Re: What's a wizard to do..
I allow wizards to use crossbows. No special traing needed to point it at something and pull a trigger.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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House Rules & Whatnots
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Monday Night Online Group Member since 2007
Re: What's a wizard to do..
T1Hound wrote:
.... They are generally waiting for a moment and the precise opportunity to act. Often they hold their action for an event to react or start the fight with a bang - all depending on the situation.
A classic example is the party is fighting cultists on two sides. The wizard simply watched and waited, from a 3rd and unexpected side, another group of cultists show up. The party was in disarray. The character playing the wizard coolly said "I got it." he then proceeded to cast a 6d6 fireball scoring 30 of 36 pts. of damage.
The player was very content not to act but knew his role of how and when to act - the exact moments he needed to throw a spell. He didn't need to do something every round.
Rgr, I struggle with that scenario in the 2 game recaps I write for the Monday night games I'm in.
Oh so often, the recap sounds like the Lupa and Barleg show with others doing bit supporting actions. However, it is that critical spell at the right place and right time that saves the day even more than our fighter's swords. A perfectly placed entangle or sound burst protects the flank while our 2 fighters (and the efl archer mage with his bow) kill the one group of baddies. Then with the spell holding the other group, turns readjusts and gets ready for an easy fight. Without the spell, blood bath .... It may not sound that cool, but "the wizard/cleric/druid holds their action and has x spell on the tip of their tongue. Waiting for that critical moment to unleash it on the foes" is key to success of our group
Rigon wrote:I allow wizards to use crossbows. No special traing needed to point it at something and pull a trigger.
R-
The hours of dry fire drills, move, shoot, react to 2nd target, move react to 3rd target, and more dry fire drills begs to differ !!!!!
That said, I agree. At least for light and med crossbows any way (it isn't the aim shooting that needs practice with the heavy ones, it is the quick efficient reload of them).
However, I'm not sure how comfortable Lupa &/or Ebeorgar would be with a mage pointing a crossbow in his general direction and pulling the trigger ... One of them has already seen what a crossbow bolt in the back of an ally looks like and it was fired by a skilled (ish) bravo ... But I'm not naming any names ....
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: What's a wizard to do..
Great input all. Tree, so all spell casters can blast damage all day long no spells used.. that ends the sitting around out of spells issue.. kind of major change, but possibly a very welcome one.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
Yeah, but if you look at the numbers, it actually stays very in line with a character that focus's/specializes on the Bow, gets a magical bow, and magical arrows, as they level etc... They can effectively do it all day long too, assuming they stand next to a pile of a few thousand arrows... Then take a look at a Ranger using a bow against their enemies...Captain_K wrote:Great input all. Tree, so all spell casters can blast damage all day long no spells used.. that ends the sitting around out of spells issue.. kind of major change, but possibly a very welcome one.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
Don't get me wrong, I agree its great that the mage and cleric can sit all day long and actually do something magical.. no limit and it allows them to sit and deliver damage if there is nothing else to do... like you say, it allows them to be "one of the fighters, doing damage along with the rest of the gang".
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
Well, half the day with my write up, unless they decide to try a few CON checks...Captain_K wrote:Don't get me wrong, I agree its great that the mage and cleric can sit all day long and actually do something magical.. no limit and it allows them to sit and deliver damage if there is nothing else to do... like you say, it allows them to be "one of the fighters, doing damage along with the rest of the gang".
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
Well, the other half the day is "gathering" magic... and that is cool in itself. I really like it and it does not look like it over takes typical spells in power or immediacy. Range is the only thing that seems to be missing.
Also, I see making a holy symbol more and more expensive just by gold and jewels or using a magical holy symbol quickly hits the rule for gp.. but a wand or staff or rod.. unless they are made of rare stuff or diamonds on the end.. is that the goal.. let the PC pick and with each level they upgrade their "focus".. which is also really cool.
Really liking this idea.. going to have fun with it tonight...
Also, I see making a holy symbol more and more expensive just by gold and jewels or using a magical holy symbol quickly hits the rule for gp.. but a wand or staff or rod.. unless they are made of rare stuff or diamonds on the end.. is that the goal.. let the PC pick and with each level they upgrade their "focus".. which is also really cool.
Really liking this idea.. going to have fun with it tonight...
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
When in doubt, reference the spell Magic Missile...Captain_K wrote:Well, the other half the day is "gathering" magic... and that is cool in itself. I really like it and it does not look like it over takes typical spells in power or immediacy. Range is the only thing that seems to be missing.
Also, I see making a holy symbol more and more expensive just by gold and jewels or using a magical holy symbol quickly hits the rule for gp.. but a wand or staff or rod.. unless they are made of rare stuff or diamonds on the end.. is that the goal.. let the PC pick and with each level they upgrade their "focus".. which is also really cool.
Really liking this idea.. going to have fun with it tonight...
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
magic missile is 150' range, damn long range for short, if then -2 for medium to 300', and -6 for long out to 450'... if the 150 is an absolute that is interesting too. Just curious how you do that. You seem to treat this blast as a physical skill, thus DEX affects, but level is like a fighter using his sword.. makes since, they should be good at this. I'd like to ensure they do not overshadow a specialized "archer" in range, damage, or to BtH even if it is every other round... they have spells that do that, but those are limited like the arrows in the quiver... I like keeping it almost as good as the archers and not anything they would do if they had limitless spells.
I do like the idea of each of the four classes having something a bit special about their spell.. not sure what yet.. but something.
Your house rule fully fleshed out sure would be a nice article in the Doomsday.. I'd love to read it with fully detail and a few paragraphs why and how and your logic. That is my kind of "article".
I do like the idea of each of the four classes having something a bit special about their spell.. not sure what yet.. but something.
Your house rule fully fleshed out sure would be a nice article in the Doomsday.. I'd love to read it with fully detail and a few paragraphs why and how and your logic. That is my kind of "article".
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
Assuming the power is like a spell and a ranged weapon, a casting time of 2 (CT 2) gets you the forced rest between spells... different than the rest between and riskier.. making it a spell.. not an at will ability.
I like the 50 ft range with -2 at 100 feet and -6 at up to 150 ft keeping this spell/ability less than the bows but still typical for ranged attacks and many spells too.
Really love the focus idea. Still trying to wrap my head around damage. d4/lvl seems high.. d4 +1/lvl + INT/WIS bonus?? thoughts???
I like the 50 ft range with -2 at 100 feet and -6 at up to 150 ft keeping this spell/ability less than the bows but still typical for ranged attacks and many spells too.
Really love the focus idea. Still trying to wrap my head around damage. d4/lvl seems high.. d4 +1/lvl + INT/WIS bonus?? thoughts???
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
Captain_K wrote:Assuming the power is like a spell and a ranged weapon, a casting time of 2 (CT 2) gets you the forced rest between spells... different than the rest between and riskier.. making it a spell.. not an at will ability.
I like the 50 ft range with -2 at 100 feet and -6 at up to 150 ft keeping this spell/ability less than the bows but still typical for ranged attacks and many spells too.
Really love the focus idea. Still trying to wrap my head around damage. d4/lvl seems high.. d4 +1/lvl + INT/WIS bonus?? thoughts???
The Trolls put an advantage in the CKG much like this that does simply a 1d3 for Damage. You could use that for guidance.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: What's a wizard to do..
I also like the wizard by school each doing something unique, I'm trying to come up with something unique for wizard, illusionist, druid and cleric... some sort option within the basic blast that is unique for each. If I let the Cleric convert it to touch ranged healing or 2x against undead that seems cool.. then I always struggle what to do with the druid. similarly if I allow 4x range for wizard for half damage what do I do for the Illusionist.. could be great fun.
But thanks for the ideas and to read my darn CKG.. there is so much stuff in there, some day I got to just sit and read it.
But thanks for the ideas and to read my darn CKG.. there is so much stuff in there, some day I got to just sit and read it.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
Apprentice’s Bolt: Low-level wizards and illusionists harness latent magical power to attack enemies. Prerequisite: 1st-level Wizard or Illusionist. The wizard or illusionist may use a bolt of arcane power to strike at their enemies. The bolt can be fired once per round, has a 30 ft. range, requires a ranged touch attack to hit, and strikes for 1d2 points of force damage, +1 point per/2levels. Example: Cascalian the 20th level illusionist is trapped in the wilderness without any spells or access to her spellbook. She may cast an apprentice’s bolt at her orc attackers once per round for 1d2+10 points of force damage to defend herself.
This what you were thinking about? Kind of nice with good guidance in general, thanks again.
With all the good input, next time we play, I think my mage will not be able to complain... we'll try something as a "trial house rule" and see where it goes.
This what you were thinking about? Kind of nice with good guidance in general, thanks again.
With all the good input, next time we play, I think my mage will not be able to complain... we'll try something as a "trial house rule" and see where it goes.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: What's a wizard to do..
I was about to say the same thing as tree. Apprentice Bolt from the CKG would be what I recommend. That is, if you were not going to go with magic staves and scrolls.
