Wizard in a rare arcane magic setting

Slander

Explorer
After three years, we're rebooting our campaign with a new DM. She has stated divine magics will be the standard for the setting and arcane magics will be rare. Access to new arcane spells have to be found, quested for, or otherwise approved by the DM. One of the players in the group is set on playing on playing a Wizard, but I have a concern that he (and possibly the DM) is not aware of how the limitations will affect his character.

In my mind, a Wizard's lack of access to a wide variety of spells gives hom the short-end of both the Sorceror and Wizard. A Wizard without a wide selection of spells effectively has the "Known Spell" limitation of the Sorceror combined with the "Prememorized" limitation of the Wizard. Lack of the Sorceror blasting-any-known-spell ability or the Wizard large-spell-selection ability simply makes the core Wizard weak in this setting.

So I'm going to propose a slight variation on the Wizard class. I do need to make one thing clear first: using some of the alternate spell-casting systems that are out there (True Sorcery, Elements of Magic, Advanced Magic, Wheel of Time, etc) definitely won't be an option. I like a lot of these alternate systems (TS is my current favorite), but the DM is intent on sticking to Core books. I'm hoping to slightly tweak the existing class just enough to keep it competative in our group and still get her approval.

So, here are my proposed class changes to create what I'm currently referring to as the Hedge Wizard.

HEDGE WIZARD
Hit Dice: d6
Skill Points: 4 + Int modifier
Available Skills: As Wizard
Base Attack Bonus: Medium
Replace Scribe Scroll w/ Brew Potion at level 1 (reflecting an Alchemal mindset; yes I know it normally has a 3rd level prereq)
Allow access to Expert Potion Brewer feat (see below)
Increase weapon selection to all simple weapons
Spells Per Day: As Wizard

Spellbook: As Wizard, except the Hedge Wizard does not automatically learn new spells at level advancement. All new spells must be found, quested for, or otherwise approved by the DM (to keep things in line with her stated intent).

FEAT: Expert Potion Brewer
Prereq: Brew Potion, Caster level 3+
Benefit: (From Mongoose Quint Fighter) Basically allows the Wizard to create potions for a limited number of spells he does not know at an increased cost. The feat can be taken multiple times. Spell selection for this feat would still have to go through DM approval.


These changes downplay the casting portion of the Wizard class and the bag of tricks normally available to him in favor of better combat survivability and reliance on potions and other alchemal items.

I realize this class would be overpowered if it had access to a full compliment of Wizard spells. But again, the DM has stated access to arcane spells is going to be very restricted. I've considered implementing a "Spells Known" limitation for this class to mechanically keep it in line, but since we're starting at level 1, it's not a big priority now.

Anyway, do you think this goes far enough to keep a Wizard character without a variety of spells competative in an otherwise standard party?
 

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Nifft

Penguin Herder
So much depends on the DM, it's hard to say if you need to go through such measures to get an effective Wizard.

It's also hard to know why the player in question is insisting on playing the one thing that the DM said is going to be restricted. If the player wants a challenge, let him play a Kobold Wizard under those rules, and let him enjoy his game. If the player wants to be contrary and challenge the DM's authority, I'd say it's a bad start to a game, and I'd suggest to him that he should probably just choose something different.

(IMC, I nerfed magic missile so that it capped its effect at level 5 -- 3 missiles -- rather than level 9 -- 5 missiles. One of the PCs made a wand of magic missiles at level 9 and bitterly complained each time only 3 missiles came out... about three times. Then he got bored with that tactic and decided to just play along with the rules, and everyone had more fun. It's everyone's game, but the DM gets to make the rules.)

Sounds like an excellent setting for a Druid, Bard or Sorcerer.

Cheers, -- N
 

Sigurd

First Post
Beefier Wizard

I don't have any problems with it. It is a more powerful wizard - without a doubt.

You've upped his hit point die
Increased his BAB
Increased his skill points
Widened his weapon choice
Kept his spell progression


What are the mechanics of his spell access limit?

If magic access is heavily restricted -- have you thought about simply requiring that every third level a Wizard has to take a level of Rogue? or some such.
 


Dannyalcatraz

Schmoderator
Staff member
Supporter
I'm currently designing a campaign world in which, due to global catacalysm, the ordered practice of magic (wizardry) is all but nonexistent because virtually everything written down has been destroyed- every spell they learn must be researched independently (read: spellcraft checks). PHB spells are "more common" and easier to learn- there's a reason they were discovered "first" and exist in every campaign world...the "magical building blocks" of those spells are easier to assemble properly. Stuff from other sources, like the Spell Compendium or 3rd party products are harder to learn. Players who want to design their own spells will be allowed to do so, but those will (probably) be the hardest spells of all to learn.

Sorcerers are not hindered thus, but still have to "unlock their potential" using the same mechanics. Again, the PHB spells are easier to learn.

One way you could simulate a rare-magic world is to make magic wielding PCs take Feats to gain spells.

For example, if you had to take the (just made up) Feat: Low Magic to gain access to arcane spells up to level 4, and a second Feat: High Magic, to gain arcane spells up to level 8, and a third Feat: True Magery to gain arcane spells of level 9, you'd have fewer mages and they'd be less powerful spellcasters to boot. As such, they'd need to rely on other skills...Alchemy to make grenade-like weapons, for instance.

Going "Specialist Only" for the campaign would also have an effect on the feel of magic. Wizards would lose flexibility, but would gain focus (which seems appropriate) and additional spells/level.
 

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