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3.x ed.--While Playing My 15th Level Wizard Last Night, I Realized Something...
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<blockquote data-quote="WayneLigon" data-source="post: 4540430" data-attributes="member: 3649"><p>My simple answer is: those people never get to 18th level. They tend to plateau at around Wizard4-5 and stay there for the rest of their lives. They make some potions and charms, etc. They take a few levels of Expert so they have a lot of Knowledge skills, plus some languages or more esoteric skills such as forgery. They're hedge wizards and while they'll be respected in their community, they'll never really amount to much in the grand scheme of things.</p><p></p><p>The complex answer is: redesign the spell system. You are right that it's just plain stupid that there's a million different damage-things-with-x spells and nothing in there about growing crops or helping women with a difficult pregnancy.</p><p></p><p>The other answer: Here's the list I'd give them: These are spells known; not a lot of them, since he's not out finding them as treasure or taking spellbooks from defeated foes.</p><p></p><p>1st - Alarm, Hold Portal, Identify, Comprehend Languages, Sleep, Silent IMage, Disguise Self, Cause Fear, Erase, Feather Fall.</p><p>2nd - Arcane Lock, Detect Thoughts, Locate Object, Continual Flame, Darkness, Knock, Darkvision.</p><p>3rd - Dispel Magic, Phantom Steed, Arcane Sight, Tongues, Daylight, Water Breathing, Fly.</p><p>4rth - Remove Curse, Scrying, Detect Scrying, Stone Shape, Locate Creature</p><p>5th - Break Enchantment, Mages Private Sanctum, Secret Chest, Fabricate, Permanancy</p><p>6th - Dispel Magic Greater, True Seeing, Legend Lore, Control Water, Disinteregrate</p><p>7th - Banishment, Teleport Greater, Teleport Object, Vision, Control Weather</p><p>8th - Protection from Spells, Discern location, Antipathy, Prying Eyes Greater</p><p>9th - Wish</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4540430, member: 3649"] My simple answer is: those people never get to 18th level. They tend to plateau at around Wizard4-5 and stay there for the rest of their lives. They make some potions and charms, etc. They take a few levels of Expert so they have a lot of Knowledge skills, plus some languages or more esoteric skills such as forgery. They're hedge wizards and while they'll be respected in their community, they'll never really amount to much in the grand scheme of things. The complex answer is: redesign the spell system. You are right that it's just plain stupid that there's a million different damage-things-with-x spells and nothing in there about growing crops or helping women with a difficult pregnancy. The other answer: Here's the list I'd give them: These are spells known; not a lot of them, since he's not out finding them as treasure or taking spellbooks from defeated foes. 1st - Alarm, Hold Portal, Identify, Comprehend Languages, Sleep, Silent IMage, Disguise Self, Cause Fear, Erase, Feather Fall. 2nd - Arcane Lock, Detect Thoughts, Locate Object, Continual Flame, Darkness, Knock, Darkvision. 3rd - Dispel Magic, Phantom Steed, Arcane Sight, Tongues, Daylight, Water Breathing, Fly. 4rth - Remove Curse, Scrying, Detect Scrying, Stone Shape, Locate Creature 5th - Break Enchantment, Mages Private Sanctum, Secret Chest, Fabricate, Permanancy 6th - Dispel Magic Greater, True Seeing, Legend Lore, Control Water, Disinteregrate 7th - Banishment, Teleport Greater, Teleport Object, Vision, Control Weather 8th - Protection from Spells, Discern location, Antipathy, Prying Eyes Greater 9th - Wish [/QUOTE]
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