doctorbadwolf
Heretic of The Seventh Circle
I like Wizards as trades workers. That’s good stuff.
When Paizo was was creating its separate magical traditions for Pathfinder 2 - i.e., Arcane, Divine, Primal, Occult - they tried to move spells around where they made more thematic sense. However, even among their own staff, there was a lot of resistance any time spells were taken out of the Arcane list and taken away from Wizards. It's hard to imagine that the same wouldn't be true, if not more so, for D&D.I wouldn't be opposed to the wizard being split
However I would prefer the wizard have their spell listed more generalized and more... what's a good word for it .. flattened?
Basically I would prefer most of the technical, specialist, and flexible spells to be removed from the wizard base list and force wizards to take specializations to get them.
All the psychic spells, sword magic, fey summons, fiend summons, advance elementalism, complex illusions, advanced charms, and bestial transformations would be in the sorcerer, warlock, artificer, and swordmage classes.
I don't like a Necromancer class as it would be too narrow. But of D&D brings back Nethermacy, I would okay with a return of the Shadowcaster
Part of the issue here is that the wizard is both a generalist AND eight specialists. It made sense when wizard was the only magic using class to stick all magic into them, but with 5 arcane classes now all fighting for niches, it doesn't.When Paizo was was creating its separate magical traditions for Pathfinder 2 - i.e., Arcane, Divine, Primal, Occult - they tried to move spells around where they made more thematic sense. However, even among their own staff, there was a lot of resistance any time spells were taken out of the Arcane list and taken away from Wizards. It's hard to imagine that the same wouldn't be true, if not more so, for D&D.
Edit: A bit of a visual for what Pathfinder 2 was going for, keeping in mind that these were more thematic guidelines than hard bound rules.
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Part of the issue here is that the wizard is both a generalist AND eight specialists. It made sense when wizard was the only magic using class to stick all magic into them, but with 5 arcane classes now all fighting for niches, it doesn't.
The solution is twofold. 1. Get rid of the school specialists. Spread them over the other casters so that wizards aren't focused on a single school. Then you give wizards a smattering of the most common spells, but leave the more focused for the new specialist classes. Wizards might get a good high level attack spell, but nothing that meets the raw damage of meteor swarm or horrid wilting, which become exclusive to elementalists and necromancers respectively.
Of course, this assumes a strong niche protection is built in from the get go and lots of new one-class-exclusive spells, but it's the best fix for it.
That's a cool idea!Part of the issue here is that the wizard is both a generalist AND eight specialists. It made sense when wizard was the only magic using class to stick all magic into them, but with 5 arcane classes now all fighting for niches, it doesn't.
The solution is twofold. 1. Get rid of the school specialists. Spread them over the other casters so that wizards aren't focused on a single school. Then you give wizards a smattering of the most common spells, but leave the more focused for the new specialist classes. Wizards might get a good high level attack spell, but nothing that meets the raw damage of meteor swarm or horrid wilting, which become exclusive to elementalists and necromancers respectively.
That's an interesting fix, but I think the fix that respects the history of the game and makes the wizard more interesting and distinct is;Part of the issue here is that the wizard is both a generalist AND eight specialists. It made sense when wizard was the only magic using class to stick all magic into them, but with 5 arcane classes now all fighting for niches, it doesn't.
The solution is twofold. 1. Get rid of the school specialists. Spread them over the other casters so that wizards aren't focused on a single school. Then you give wizards a smattering of the most common spells, but leave the more focused for the new specialist classes. Wizards might get a good high level attack spell, but nothing that meets the raw damage of meteor swarm or horrid wilting, which become exclusive to elementalists and necromancers respectively.
Of course, this assumes a strong niche protection is built in from the get go and lots of new one-class-exclusive spells, but it's the best fix for it.
Assuming they could have found a way to make multiple subclasses, that would have worked too.That's a cool idea!
This isn't quite what you suggested, but maybe they could treat school specialists as shared multiple-class subclasses in the vein of the strixhaven UA, and then have a list of specialist spells that work like cleric domain spells but go up to 9th--with most or all of the spells being exclusive to said subclasses.
So, there'd be bard enchanters and druid enchanters, sorcerer conjurers and wizard conjurers, and so on--while war magic, bladesinging, scribes, would stay wizard exclusive.
Of course, there'd need to be some redesign of all the affected classes, so that the change wouldn't do too much violence to game balance.
Assuming they could have found a way to make multiple subclasses, that would have worked too.
If I was starting "from scratch", this is what I'd consider.
Take the eight schools of magic and ask "what kind of caster excels at this?" Then assign them to either Artificer, Bard, Sorcerer, Warlock or Wizard. There would a solid core of spells that all these classes share (detect magic, dispel magic, scrying) but after that, no spell belongs to more than two caster classes, ideally only the one.
Artificers are buffers, transmuters, and have a smattering of healing and attack spells. Much of thier magic would focus on making things or people better.
Bards get the best enchantments and illusions, with a secondary emphasis on healing. They're magic is people magic.
Sorcerers are your blasters, with elemental magic, shapechanging, and some conjuration magic at their disposal. Sorcerers are in-your-face magic, with some occasional defensive magic to protect themselves.
Warlocks are all about the creepy: necromancy, summoning, fear, darkness, and necrotic damage. It would take some rejiggering of the thier caster-mechanic, but warlocks are your dark emo-casters.
Wizards are jacks-of-all-trades, masters of none with a slight emphasis on divinations or abjurations. They can blast, but not as efficiently as a sorcerer. They can raise skeletons while warlocks conjure ghouls. They can charm people while the bard dominates them. Etc. Their advantage is versatility, and I'd realistically give them something more akin to metamagic that allows them to be versatile.
Would it work? Eh, who knows. Currently, if I want to play a necromancer I have plenty of options (undead warlock, shadow sorcerer, necromancer wizard) but they all don't feel complete. I'd like to see a little more niche protection and identity in which classes get what spells.