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*Dungeons & Dragons
5e Wizard = specialist wizard?
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<blockquote data-quote="steeldragons" data-source="post: 6369617" data-attributes="member: 92511"><p>THat's what it looks like. Everybody specializes...if that's not a commentary on the modern society...but I digress...</p><p></p><p>I think Quickleaf's "Scholarly Magic" above is a great way to go...It mirrors shades of a "Ritualist" theme I've developed for my homebrew game system. "Hedge Magic" is another good one...and in my system would grant you Arcane versions of some Druidic spells (mostly those dealing with plants.).</p><p></p><p>If you wanted to go simpler and make a "General/Universal Mage" option...I would be inclined to go something like this:</p><p>@ 2nd level:<em> Arcane Savant: </em>The time and gold needed to transcribe any spell or arcane-based ritual into your spellbook is halved. <em>Broader Comprehension: </em>You breadth of understanding for the principles of magic allow you to choose/copy 2 new spells to add to your spellbook per level. These spells must be of a level that you can already cast. </p><p></p><p>@ 6th level: Expert Caster: Basically, I'd keep <em>Potent Ritualist,</em> above, and roll in a Potent Caster. Casting rituals at 1 level higher than they actually are and the mage can cast a spell per day at 1 slot higher than the spell's normal level. This bonus level does not expend any of the mage's slots for the day. </p><p></p><p>@ 10th level: [borrowing the name from Marvel's FASERIP game] <em>Eldritch Bolts:</em> Your mastery of the energies and mysteries of the arcane allow, as a reaction [or bonus action?], to harness and cast beams of pure magical energy. A successful attack is required. A successful Dex. roll negates. The bolts do 3d6 of a damage type of the mage's choice, being woven at casting to deal one of the following: fire/heat, ice/cold, electricity, or pure magical force. Up to two (1 from each hand) bolts may be cast in a single round at two different targets. The Eldritch Bolts do not require nor use up any existing spell slots. (Alternately, could just give them the warlock's <em>Eldritch Blast?) </em></p><p><em></em></p><p><em>@ 14th:</em> Quickleaf's<em> True Grimoire </em>is just too cool not to have and really sounds like something a "real wizard" would have and find useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6369617, member: 92511"] THat's what it looks like. Everybody specializes...if that's not a commentary on the modern society...but I digress... I think Quickleaf's "Scholarly Magic" above is a great way to go...It mirrors shades of a "Ritualist" theme I've developed for my homebrew game system. "Hedge Magic" is another good one...and in my system would grant you Arcane versions of some Druidic spells (mostly those dealing with plants.). If you wanted to go simpler and make a "General/Universal Mage" option...I would be inclined to go something like this: @ 2nd level:[I] Arcane Savant: [/I]The time and gold needed to transcribe any spell or arcane-based ritual into your spellbook is halved. [I]Broader Comprehension: [/I]You breadth of understanding for the principles of magic allow you to choose/copy 2 new spells to add to your spellbook per level. These spells must be of a level that you can already cast. @ 6th level: Expert Caster: Basically, I'd keep [I]Potent Ritualist,[/I] above, and roll in a Potent Caster. Casting rituals at 1 level higher than they actually are and the mage can cast a spell per day at 1 slot higher than the spell's normal level. This bonus level does not expend any of the mage's slots for the day. @ 10th level: [borrowing the name from Marvel's FASERIP game] [I]Eldritch Bolts:[/I] Your mastery of the energies and mysteries of the arcane allow, as a reaction [or bonus action?], to harness and cast beams of pure magical energy. A successful attack is required. A successful Dex. roll negates. The bolts do 3d6 of a damage type of the mage's choice, being woven at casting to deal one of the following: fire/heat, ice/cold, electricity, or pure magical force. Up to two (1 from each hand) bolts may be cast in a single round at two different targets. The Eldritch Bolts do not require nor use up any existing spell slots. (Alternately, could just give them the warlock's [I]Eldritch Blast?) @ 14th:[/I] Quickleaf's[I] True Grimoire [/I]is just too cool not to have and really sounds like something a "real wizard" would have and find useful. :) [/QUOTE]
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