Giving the wizard more to do?
Giving the wizard more to do?
I'm about to start the A-series for my friend and his son. My friend likes Castles and Crusades, but wishes the wizard could be a bit more like the class in D&D 5. I think he was suggesting the possibility of having a "go to" offensive spell, instead of a wizard being relegated to the staff, etc., when his spells run out. Has anybody tackled this before? I have to think that it's another benefit for the wizard that no other class would get. Wouldn't I have to off set this by boosting the other classes, or am I overthinking it?
Re: Giving the wizard more to do?
Look at the "Apprentice's Bolt" from the CKG...
Re: Giving the wizard more to do?
I'll be sure to do that. I can't remember...is that from the advantages section?
Re: Giving the wizard more to do?
I have mixed feelings about using advantages/feats, but maybe that's the solution. Maybe, I'll just let every player have one advantage at 1st level, and then restrict them for the rest of their adventuring career.
Re: Giving the wizard more to do?
Look at Tree's house rules. You can find it on the first page of any of his game threads. He allows an arcane blast.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Giving the wizard more to do?
Yeah, from the advantages section. I follow the guidelines in that section on what levels to allow players to choose new advantages...
Re: Giving the wizard more to do?
Thanks, guys. I'll check out both options. I just don't want to overdo it with advantages, as I had mixed feelings about feats years ago.
Re: Giving the wizard more to do?
I allow them to craft magic items from any level, but the effects are limited and reduced.
Re: Giving the wizard more to do?
Whatever I do, I don't want the wizard to be leaps and bounds ahead of the other classes at higher levels.
Re: Giving the wizard more to do?
I had the same request from my mage and we've always had a hard time getting folks to play mages... now TREE (or someone else??) will not agree with this... but the below is what we're going to try out in our next few games... Check out the other thread on "what's a wizard to do" or some such.. there's more in there... too.
OHR#5 Arcane Magic Bolt:
MAGIC BOLT; SPELL-LIKE ABILITY, illusionist & wizard
CT 1 R 150 ft. D n/a
SV none SR yes Comp V, S
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. 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. However, the target of the shadow magic bolt may attempt a DEX save for half damage and a second INT save for no damage; always taking the least possible damage.
3) Wizards & Illusionists add their Intelligence bonus to the total damage of the magic bolt and shadow magic bolt spell.
OHR#6 Innate Magic
All classes who work magic, be it arcane or divine, can work innate simple magic even when all daily allotted spells are used. The form of this simple magic is typically a surge, or burst, of raw arcane or divine power as noted in the level zero spell format innate magic below (which can be used even when all zero level spells for the day have been used). Even if the spell caster still has zero level spells remaining for the day, the use of this spell-like ability will not use any of their daily allotment. This burst of raw power must be focused and aimed at a single opponent as a ranged touch attack (spell caster’s DEX bonus applies) where the caster’s spell casting level, not BtH, is used to hit the opponent. The opponent receives no save when the hit is successful. Although this spell-like ability, innate magic, can be performed while daily allotted spells remain, or are totally drained, it still drains and tires the caster and has a limited number of uses per day; 10 +1/spell caster level + INT/WIS bonus. Thus a 12th level druid with an 18 WIS can use their innate magic burst 25 times per day (10 + 12 +3). In all cases, the caster must use a material focus, or divine focus, such as a rod, staff, wand, or holy symbol, of ever increasing significant value, craftsmanship, &/or innate magical value (equivalent to a 20 gp value/spell caster level) to use this ability at all and to its maximum potential. Players are encouraged to make their focus a unique and detailed part of their character.
INNATE MAGIC; SPELL-LIKE ABILITY, Level 0 cleric, 0 druid, 0 illusionist, 0 wizard
CT 2 R 50 ft. D n/a
SV none SR yes Comp V, S, M/DF
A surge of magical energy flies from the caster’s hand and attempts to strike its target using a ranged touch attack with the caster’s DEX bonus and spell caster level (not BtH) added to the dice roll to hit. Normal range modifiers of -2 to hit for medium range (51-100 ft) and -6 to hit for long range (101-150 ft) apply. The surge, or burst, of magical energy deals damage of 1d3/level +INT/WIS bonus, if applicable, with every successful hit. The caster must designate the target before rolling for damage or SR.
Each class of caster has the ability to convert this simple burst spell-like ability into a specific alternate form per the below:
Cleric: Clerics can convert this ranged touch attach spell to a touch attack, using their holy symbol directly, against undead for increased damage d6/level +WIS bonus. Note: A half move is permitted after the two round casting time to attempt to hit the target. A cleric can always convert this energy, independent of level, to a healing touch as per the spell first aid.
Druids: Druids can convert this ranged touch attach spell to a touch attack, using their holy symbol directly, to inflict subdual damage of d6/level +WIS bonus against any "natural" creature; Animal, Beast, Fey or Plant (only). Note: A half move is permitted after the two round casting time to attempt to hit the target. A druid can always convert this energy, independent of level, to a healing touch as per the spell first aid.
Illusionist: Illusionists can greatly increase the range of this ranged touch attack spell by four times (4x), but the total damage will be halved. Additionally, an illusionist can convert this ranged touch attach spell to an automatic hit, but the total damage will be halved and the target is permitted an INT save for half damage.
Wizard: Wizards can convert this ranged touch attach spell to an automatic hit, but the total damage will be halved. Additionally, a wizard can greatly increase the range of this ranged touch attack spell by four times (4x), but the total damage will be halved and the target is permitted a DEX save for half damage.
OHR#5 Arcane Magic Bolt:
MAGIC BOLT; SPELL-LIKE ABILITY, illusionist & wizard
CT 1 R 150 ft. D n/a
SV none SR yes Comp V, S
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. 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. However, the target of the shadow magic bolt may attempt a DEX save for half damage and a second INT save for no damage; always taking the least possible damage.
3) Wizards & Illusionists add their Intelligence bonus to the total damage of the magic bolt and shadow magic bolt spell.
OHR#6 Innate Magic
All classes who work magic, be it arcane or divine, can work innate simple magic even when all daily allotted spells are used. The form of this simple magic is typically a surge, or burst, of raw arcane or divine power as noted in the level zero spell format innate magic below (which can be used even when all zero level spells for the day have been used). Even if the spell caster still has zero level spells remaining for the day, the use of this spell-like ability will not use any of their daily allotment. This burst of raw power must be focused and aimed at a single opponent as a ranged touch attack (spell caster’s DEX bonus applies) where the caster’s spell casting level, not BtH, is used to hit the opponent. The opponent receives no save when the hit is successful. Although this spell-like ability, innate magic, can be performed while daily allotted spells remain, or are totally drained, it still drains and tires the caster and has a limited number of uses per day; 10 +1/spell caster level + INT/WIS bonus. Thus a 12th level druid with an 18 WIS can use their innate magic burst 25 times per day (10 + 12 +3). In all cases, the caster must use a material focus, or divine focus, such as a rod, staff, wand, or holy symbol, of ever increasing significant value, craftsmanship, &/or innate magical value (equivalent to a 20 gp value/spell caster level) to use this ability at all and to its maximum potential. Players are encouraged to make their focus a unique and detailed part of their character.
INNATE MAGIC; SPELL-LIKE ABILITY, Level 0 cleric, 0 druid, 0 illusionist, 0 wizard
CT 2 R 50 ft. D n/a
SV none SR yes Comp V, S, M/DF
A surge of magical energy flies from the caster’s hand and attempts to strike its target using a ranged touch attack with the caster’s DEX bonus and spell caster level (not BtH) added to the dice roll to hit. Normal range modifiers of -2 to hit for medium range (51-100 ft) and -6 to hit for long range (101-150 ft) apply. The surge, or burst, of magical energy deals damage of 1d3/level +INT/WIS bonus, if applicable, with every successful hit. The caster must designate the target before rolling for damage or SR.
Each class of caster has the ability to convert this simple burst spell-like ability into a specific alternate form per the below:
Cleric: Clerics can convert this ranged touch attach spell to a touch attack, using their holy symbol directly, against undead for increased damage d6/level +WIS bonus. Note: A half move is permitted after the two round casting time to attempt to hit the target. A cleric can always convert this energy, independent of level, to a healing touch as per the spell first aid.
Druids: Druids can convert this ranged touch attach spell to a touch attack, using their holy symbol directly, to inflict subdual damage of d6/level +WIS bonus against any "natural" creature; Animal, Beast, Fey or Plant (only). Note: A half move is permitted after the two round casting time to attempt to hit the target. A druid can always convert this energy, independent of level, to a healing touch as per the spell first aid.
Illusionist: Illusionists can greatly increase the range of this ranged touch attack spell by four times (4x), but the total damage will be halved. Additionally, an illusionist can convert this ranged touch attach spell to an automatic hit, but the total damage will be halved and the target is permitted an INT save for half damage.
Wizard: Wizards can convert this ranged touch attach spell to an automatic hit, but the total damage will be halved. Additionally, a wizard can greatly increase the range of this ranged touch attack spell by four times (4x), but the total damage will be halved and the target is permitted a DEX save for half damage.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Giving the wizard more to do?
I did very much like this.Rigon wrote:Look at Tree's house rules. You can find it on the first page of any of his game threads. He allows an arcane blast.
R-
R, did you have them in your games? Can't recall.
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Giving the wizard more to do?
Captain_K wrote:I had the same request from my mage and we've always had a hard time getting folks to play mages... now TREE will not agree with this... but the below is what we're going to try out in our next few games... Check out the other thread on "what's a wizard to do" or some such.. there's more in there... too.
OHR#5 Arcane Magic Bolt:
MAGIC BOLT; SPELL-LIKE ABILITY, illusionist & wizard
CT 1 R 150 ft. D n/a
SV none SR yes Comp V, S
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. 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. However, the target of the shadow magic bolt may attempt a DEX save for half damage and a second INT save for no damage; always taking the least possible damage.
3) Wizards & Illusionists add their Intelligence bonus to the total damage of the magic bolt and shadow magic bolt spell.
OHR#6 Innate Magic
All classes who work magic, be it arcane or divine, can work innate simple magic even when all daily allotted spells are used. The form of this simple magic is typically a surge, or burst, of raw arcane or divine power as noted in the level zero spell format innate magic below (which can be used even when all zero level spells for the day have been used). Even if the spell caster still has zero level spells remaining for the day, the use of this spell-like ability will not use any of their daily allotment. This burst of raw power must be focused and aimed at a single opponent as a ranged touch attack (spell caster’s DEX bonus applies) where the caster’s spell casting level, not BtH, is used to hit the opponent. The opponent receives no save when the hit is successful. Although this spell-like ability, innate magic, can be performed while daily allotted spells remain, or are totally drained, it still drains and tires the caster and has a limited number of uses per day; 10 +1/spell caster level + INT/WIS bonus. Thus a 12th level druid with an 18 WIS can use their innate magic burst 25 times per day (10 + 12 +3). In all cases, the caster must use a material focus, or divine focus, such as a rod, staff, wand, or holy symbol, of ever increasing significant value, craftsmanship, &/or innate magical value (equivalent to a 20 gp value/spell caster level) to use this ability at all and to its maximum potential. Players are encouraged to make their focus a unique and detailed part of their character.
INNATE MAGIC; SPELL-LIKE ABILITY, Level 0 cleric, 0 druid, 0 illusionist, 0 wizard
CT 2 R 50 ft. D n/a
SV none SR yes Comp V, S, M/DF
A surge of magical energy flies from the caster’s hand and attempts to strike its target using a ranged touch attack with the caster’s DEX bonus and spell caster level (not BtH) added to the dice roll to hit. Normal range modifiers of -2 to hit for medium range (51-100 ft) and -6 to hit for long range (101-150 ft) apply. The surge, or burst, of magical energy deals damage of 1d3/level +INT/WIS bonus, if applicable, with every successful hit. The caster must designate the target before rolling for damage or SR.
Each class of caster has the ability to convert this simple burst spell-like ability into a specific alternate form per the below:
Cleric: Clerics can convert this ranged touch attach spell to a touch attack, using their holy symbol directly, against undead for increased damage d6/level +WIS bonus. Note: A half move is permitted after the two round casting time to attempt to hit the target. A cleric can always convert this energy, independent of level, to a healing touch as per the spell first aid.
Druids: Druids can convert this ranged touch attach spell to a touch attack, using their holy symbol directly, to inflict subdual damage of d6/level +WIS bonus against any "natural" creature; Animal, Beast, Fey or Plant (only). Note: A half move is permitted after the two round casting time to attempt to hit the target. A druid can always convert this energy, independent of level, to a healing touch as per the spell first aid.
Illusionist: Illusionists can greatly increase the range of this ranged touch attack spell by four times (4x), but the total damage will be halved. Additionally, an illusionist can convert this ranged touch attach spell to an automatic hit, but the total damage will be halved and the target is permitted an INT save for half damage.
Wizard: Wizards can convert this ranged touch attach spell to an automatic hit, but the total damage will be halved. Additionally, a wizard can greatly increase the range of this ranged touch attack spell by four times (4x), but the total damage will be halved and the target is permitted a DEX save for half damage.
Why would I not agree? Buttmonkey probably won't, because its too complex.
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: Giving the wizard more to do?
No, I never adopted it.Rhuvein wrote:I did very much like this.Rigon wrote:Look at Tree's house rules. You can find it on the first page of any of his game threads. He allows an arcane blast.
R-
R, did you have them in your games? Can't recall.
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Giving the wizard more to do?
Tree, In the other thread, you do not like making mages more powerful because they're too powerful later.. OK, the first rule OHR#5 is really your idea, so you're probably are OK with that one.. but I think you may not like OHR#6 (I think it also comes from you, but I may have change it or poorly captured you thoughts) and now that I think of it, and the coffee is kicking in, I think I am simply wrong in that comment, its the spell slots or mana systems for mages you're not a fan of?? Oh I should just stop now.. ;}
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Giving the wizard more to do?
Captain_K wrote:Tree, In the other thread, you do not like making mages more powerful because they're too powerful later.. OK, the first rule OHR#5 is really your idea, so you're probably are OK with that one.. but I think you may not like OHR#6 (I think it also comes from you, but I may have change it or poorly captured you thoughts) and now that I think of it, and the coffee is kicking in, I think I am simply wrong in that comment, its the spell slots or mana systems for mages you're not a fan of?? Oh I should just stop now.. ;}
Yeah, its the spell slots and mana systems I am not a fan of.
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: Giving the wizard more to do?
Well, one of three on the old memory.. not the best...
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.