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OGL Reflavoring the Wizard - Sacrificing Power for (Much) Higher Versatility

innerdude

Legend
For about five or six years now I've had this burning itch in the back of my mind to reflavor / mechanically reconstruct the classic Vancian D&D Wizard.

The reasons for this are several:


  1. I've just never, EVER really liked / bought into the concept of spellbooks and memorizing a spell--and then losing it when it's cast. Even at the height of my D&D geekdom as a teen, in the back of my mind, I still thought it was just sort of incongruous that Raistlin Majere had to be one part badass, one part study hall groupie, and one part librarian to maintain the aspect of his power.
  2. If there's one consistent complaint about "brokenness" in the 3.x ruleset, it's with the wizard. After about level 11 or so (the argument goes), the wizard just starts breaking out his or her "instant win" spells, making it easy to nullify / bypass carefully planned encounters.
  3. In my groups, the default flavor for a wizard has often stereotyped characters into one of two roles--The "wacky and wild" mad scientist type, or the no-nonsense, MIT nuclear physicist type whose sole purpose is to cast the ultimate maximized heightened quickened fireball.
  4. I've always felt that the D&D game has NEVER utilized the potential of arcane casters' use of runes/symbols as an element of game play. Though there spells like wizard's mark, erase, glyph of warding, symbol, etc., the entire concept of a wizard using marks and symbols of arcane power has never really been developed well into a practical, interesting gameplay mechanic in D&D. And yes, I know there is a prestige class in the FR 3.5 Campaign Guide, but it was based on divine magic, not arcane, and I'm also aware of the "Truenaming" system variant from a late 3.x splatbook, but it has been universally panned.
  5. The concept of specialist wizards is a cool one in theory in the 3.x rules, but no one ever plays one. EVER. Why block yourself from an entire spell school for a few extra spells per day, and a few minor class features?

Thus, when I read about the Runethain class in Monte Cook's Arcana Evolved, I was immediately intrigued. On the surface, it seemed mechanically and "flavorfully" much different than a Vancian wizard--yes, they ready spells and cast them, but the entire concept and application of runes, and their uses seemed to me to be a way to sort of replace the classic 3.x wizard.

Now with Pathfinder around, the impetus is even greater, because the sorcerer class has been given a huge facelift with its bloodline powers and talents, making them much more unique and interesting to play both mechanically and from a roleplaying standpoint. For me, Pathfinder's rules have made it even less appealing to me to play a wizard, and as a GM, I have been wanting a major excuse to sort of phase them out of my homebrew setting.

However, in comparing Arcana Evolved's Runethain class balance to the core Pathfinder classes, on the surface it seems somewhat underpowered. Furthermore, there are some subtle, but fundamental mechanical differences between 3.x and Arcana Evolved's general spellcasting mechanics.

So, the goal here is to "Pathfinderize" the Runethain class into something that would fit power-wise with the standard core classes, while potentially supplementing or replacing the wizard, without completely unbalancing the existing Pathfinder system.

Here are a couple of my ideas to do this--


  1. Change the name form "Runethain" to "Rune Wizard," or even just "Wizard," and have the class literally slide into its place.
  2. Create a custom spells readied / spells per day table that limits the Runethain's maximum possible spell level to 6 (or maybe even 5). In conjunction with some of the other changes, the goal for this is that I want a distinct difference in play style and flavor from a sorcerer. If a player wants the 7th, 8th, 9th level spells, great, they can have them if they play a sorcerer, but that choice necessarily limits their versatility in spell choice. If they want exceptional spell versatility by playing a "Rune Wizard" variant, they have to sacrifice some overall spell potency. This also limits the ability to "powergame" by taking away the ability to apply multiple metamagic feats to the same spell--when you only have 6th level spell slots at 20th level, you can't maximize/heighten/widen/quicken everything in the book.
  3. Literally open the entire Pathfinder / Arcana Evolved spell lists to the Rune Wizard class. Arcane spells, Druid, Cleric, Bard, Ranger, EVERYTHING. (Again, remember, the trade off in balance is to sacrifice overall power for extreme versatility).In some ways, this could also allow clerics to do much more interesting things as well, because essentially a rune wizard can act as a healer just as easily as a cleric or druid.
  4. Adjust spells per day to be in line with the current Pathfinder classes.
  5. Add some unique rune magic class features that progress as the character levels up that highlight the Runethain's unparalleled versatility. For example, when a Rune Wizard takes their first level of the class, they choose one spell school to specialize in--but it does not prohibit them casting in an opposed school. Instead, at 5th or 6th level, the Rune Wizard receives an innate metamagic feat that allows them to substitute any spell they have readied for a spell in their chosen specialty school--at the cost of the spell costing a spell slot higher than normal, and requiring a 2 round casting time. Then at 20th level, give them a capstone ability that lowers this requirement to a full-round action. Again, the idea is to emphsize the class's extreme versatility in spell casting at the expense of a lower spell power cap. Another idea would be to have a "spell recall" feature that acts in the same way--as a full round action, the Rune Wizard can immediately "recall" any spell cast that day, but it costs a spell slot 1 level higher, and the spell DC is lowered by 1.
  6. Include all of the current physical rune creation characteristics as outlined in Arcana Evolved.
The end result is something flavor-wise much more akin to the rune-based casters of Weis and Hickman's Death Gate novels (though much, much powered down to balance with the other d20 classes).

To me, this also adds some really fun potential roleplaying options that branches away from the "bookworm wizard" and the "mad scientist" (though both are still viable types as Rune Wizards).

Any thoughts on this? Too overpowered? Too difficult to balance? Personally, this sounds like a class I would love to play, though there's some definite power trade-offs with a high-level sorcerer, cleric, or druid. I really like the idea of an arcane "generalist," but want one that's distinctive and different from the sorcerous bloodlines.
 

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Dannyalcatraz

Schmoderator
Staff member
Supporter
Even though I have no problem whatsoever with Wizards as-is, its an interesting idea...that probably belongs in the 3Ed House Rules Forum. In my readings of fantasy & mythology, and my decades in the hobby, I envision the Wizard as but one of many arcane caster types.

I'm not a big fan of opening up 100% of available spells to any class, personally, any more than has already been done with the Wizard (who may research & create spells of all kinds). I like the arcane/divine split.

You might also want to look at some of the other arcanists already in 3.X to help mold your class into something unique. The Tome of Magic has the Shadowcaster, Binder and True Namer, to name but a few.
 


Kerrick

First Post
When I revised the sorcerer, I gave them access to all spells. They're still limited in spells known/per day, but they can swap out known spells much more often. Thus, I don't think this would be overpowering for the wizard, especially since they're limited to L6 spells. (Aside: The real reason a wizard is overpowered is because of his spells. If you nerf those, you'll nerf his power.)

Do they cast spells by scribing runes (either in the air, on the target object, or on the target itself)? That would be kind of cool. Make such spells harder to ID (say, +5 to the DC), take longer to cast (full-round action for most), but they bypass SR more easily and are harder to dispel because of the intricate workings and the extra power infused into the rune. They wouldn't need material components, because the extra power for the spell comes from the rune itself. Higher-level spells, or those with expensive material components, could require some amount of gem dust, powdered metal, or whatever also; the wizard tosses it into the air and scribes a rune in the dust.

Metamagic... I see metamagic for a rune wizard as little more than adding few stroke to the rune, or combining a couple runes. I'd say let them stack metamagic without increasing the level, but each one adds one round of casting (scribing) time. Give them a high-level class ability that lets them scribe more quickly (they can scribe at twice the speed). They cannot EVER cast a stilled spell, however - they must have at least one hand free to scribe the runes. This is a rather large balancing factor, IMO - if a rune wizard starts casting, you know it.
 



innerdude

Legend
When I revised the sorcerer, I gave them access to all spells. They're still limited in spells known/per day, but they can swap out known spells much more often. Thus, I don't think this would be overpowering for the wizard, especially since they're limited to L6 spells. (Aside: The real reason a wizard is overpowered is because of his spells. If you nerf those, you'll nerf his power.)

Do they cast spells by scribing runes (either in the air, on the target object, or on the target itself)? That would be kind of cool. Make such spells harder to ID (say, +5 to the DC), take longer to cast (full-round action for most), but they bypass SR more easily and are harder to dispel because of the intricate workings and the extra power infused into the rune. They wouldn't need material components, because the extra power for the spell comes from the rune itself. Higher-level spells, or those with expensive material components, could require some amount of gem dust, powdered metal, or whatever also; the wizard tosses it into the air and scribes a rune in the dust.

Metamagic... I see metamagic for a rune wizard as little more than adding few stroke to the rune, or combining a couple runes. I'd say let them stack metamagic without increasing the level, but each one adds one round of casting (scribing) time. Give them a high-level class ability that lets them scribe more quickly (they can scribe at twice the speed). They cannot EVER cast a stilled spell, however - they must have at least one hand free to scribe the runes. This is a rather large balancing factor, IMO - if a rune wizard starts casting, you know it.

This is EXACTLY the type of flavor I'm looking for--these are some excellent ideas.

If you've never read the Arcana Evolved rules, the Runethain class as written contains a whole sub-system of rules for applying (scribing) runes to physical objects, how they are activated, and so on, so for that I'd be relying on good 'ol Monte Cook.

I think one of the other balancing factors of wizards in the 3.x RAW is spell component costs. I think eschew materials might be a natural bonus feat for a rune wizard at first level, but some higher-level spells would require a rune-inscribed focus that meets the spell component cost requirements.

Also, thanks for the comment on the overall balance--if I understand correctly, you're saying that if I limit the spell level to allow for high versatility, that it should mostly "balance" itself.

Awesome stuff! Anyone else want to comment?
 

Kerrick

First Post
This is EXACTLY the type of flavor I'm looking for--these are some excellent ideas.
Thanks. I had some ideas for a rune mage several years ago (back in 3E) and fiddled around with it a bit, but it never went anywhere. Some of what I posted is what I could remember from that. I even had some ideas for applying runes to objects in place of enchantment. It seems like I'm always a step ahead of Monte, but he does a better job. :)

I think one of the other balancing factors of wizards in the 3.x RAW is spell component costs. I think eschew materials might be a natural bonus feat for a rune wizard at first level, but some higher-level spells would require a rune-inscribed focus that meets the spell component cost requirements.
Yeah, I mentioned the components thing, but I suggested gem or metal dust. Rune-inscribed objects would work for foci - I forgot about that.

Also, thanks for the comment on the overall balance--if I understand correctly, you're saying that if I limit the spell level to allow for high versatility, that it should mostly "balance" itself.
Yeah.
 


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