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<blockquote data-quote="TheCosmicKid" data-source="post: 7796659" data-attributes="member: 6683613"><p>Thanks for the input! In hindsight I think you're right about the overabundance of extra spell slots. I'm making a few tweaks:</p><p></p><p><strong><span style="font-size: 18px">Ritualistic Practices</span></strong></p><p>Your oral traditions place great significance on ritual magic. Starting at 2nd level, the time you must spend to add, duplicate, or remove a spell with the ritual tag in your chant is halved. When you cast a spell as a ritual, its casting time increases by 1 minute rather than 10.</p><p></p><p><em>Just getting rid of the potential for craziness and dropping it all the way down to two, turning it into a straightforward analog for the Savant features.</em></p><p></p><p><strong><span style="font-size: 18px">Loregiver</span></strong></p><p>Starting at 10th level, as you prepare your wizard spells, you can teach your companions simplified versions of spells which they can cast by rote. One character who can understand you learns a wizard spell of your choice that you have prepared. More characters can also learn a spell if you spend one spell slot per additional character you teach. You can teach different spells to different characters, but each spell slot you spend must be the same level as the spell you teach the character. A character must be at least 5th level to learn a 2nd-level spell, 9th level to learn a 3rd-level spell, 13th level to learn a 4th-level spell, and 17th level to learn a 5th-level spell. The character can cast the spell they learned once without expending a spell slot, or they can cast the spell using any spell slots they might have. The character maintains knowledge of the spell for 24 hours or until you teach them another spell. Their spellcasting ability for the spell is Intelligence.</p><p></p><p><em>Lowering it to level ten and making it cost spell slots. You still get one "free" teach, even though it makes the wording a little wonky, because I didn't want it to feel like a zero-sum ability.</em></p><p></p><p><strong><span style="font-size: 18px">Solemn Recitation</span></strong></p><p>Reciting long sections of your chant, the endurance of a thousand generations of tradition flows from you. Starting at 14th level, when you cast a spell from your chant, you can begin a recitation. To continue the recitation, the next spell you cast must be the next spell in the order of your chant. You can cast this spell even if it is not prepared. If you cast a different spell or don't cast a spell before the end of your next turn, the recitation ends. You can continue the recitation from turn to turn by continuing to cast spells in order from your chant.</p><p>Whenever you cast a spell to continue (but not begin) a recitation, you and all friendly creatures within 30 feet who can hear you each gain 5 temporary hit points for each spell you have cast so far during the recitation. These temporary hit points overlap, rather than stacking with, any hit points gained from previous spells in the recitation. They last for 1 minute.</p><p></p><p><em>New 14th-level ability. I wanted to reinforce the theme that the order of your chant matters. But is it too restrictive? I imagine you're probably going to throw out some two- and occasionally three-spell combos, but longer recitations are going to be very rare.</em></p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7796659, member: 6683613"] Thanks for the input! In hindsight I think you're right about the overabundance of extra spell slots. I'm making a few tweaks: [B][SIZE=5]Ritualistic Practices[/SIZE][/B] Your oral traditions place great significance on ritual magic. Starting at 2nd level, the time you must spend to add, duplicate, or remove a spell with the ritual tag in your chant is halved. When you cast a spell as a ritual, its casting time increases by 1 minute rather than 10. [I]Just getting rid of the potential for craziness and dropping it all the way down to two, turning it into a straightforward analog for the Savant features.[/I] [B][SIZE=5]Loregiver[/SIZE][/B] Starting at 10th level, as you prepare your wizard spells, you can teach your companions simplified versions of spells which they can cast by rote. One character who can understand you learns a wizard spell of your choice that you have prepared. More characters can also learn a spell if you spend one spell slot per additional character you teach. You can teach different spells to different characters, but each spell slot you spend must be the same level as the spell you teach the character. A character must be at least 5th level to learn a 2nd-level spell, 9th level to learn a 3rd-level spell, 13th level to learn a 4th-level spell, and 17th level to learn a 5th-level spell. The character can cast the spell they learned once without expending a spell slot, or they can cast the spell using any spell slots they might have. The character maintains knowledge of the spell for 24 hours or until you teach them another spell. Their spellcasting ability for the spell is Intelligence. [I]Lowering it to level ten and making it cost spell slots. You still get one "free" teach, even though it makes the wording a little wonky, because I didn't want it to feel like a zero-sum ability.[/I] [B][SIZE=5]Solemn Recitation[/SIZE][/B] Reciting long sections of your chant, the endurance of a thousand generations of tradition flows from you. Starting at 14th level, when you cast a spell from your chant, you can begin a recitation. To continue the recitation, the next spell you cast must be the next spell in the order of your chant. You can cast this spell even if it is not prepared. If you cast a different spell or don't cast a spell before the end of your next turn, the recitation ends. You can continue the recitation from turn to turn by continuing to cast spells in order from your chant. Whenever you cast a spell to continue (but not begin) a recitation, you and all friendly creatures within 30 feet who can hear you each gain 5 temporary hit points for each spell you have cast so far during the recitation. These temporary hit points overlap, rather than stacking with, any hit points gained from previous spells in the recitation. They last for 1 minute. [I]New 14th-level ability. I wanted to reinforce the theme that the order of your chant matters. But is it too restrictive? I imagine you're probably going to throw out some two- and occasionally three-spell combos, but longer recitations are going to be very rare.[/I] [/QUOTE]
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