a new archmage...

styker

First Post
I and my group are very disapointed with the abilities of the archmage, you don´t agree with that abilities except from spellpower and the ability of the counter magic... we think that it abilities are a bit overpowered and the concept of archmagic doesn´t apply for them... could you suggest me a pack of new abilities like spellpower?

p.s. The people from D&D rules tell me to post this topic here...
 

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styker said:
p.s. The people from D&D rules tell me to post this topic here...

hold up, if i read this right > are you saying that the WotC website told you to post that here? Thats outrageous (!!!), if i got that right.
 

Nyaricus - What he meant was, the people in the rules thread HERE said it would be better to post here, under House Rules, which it is.

Now....

Styker - What exactly is it that you feel is so overpowered? You said "everything," but please explain. The class is open content, so please feel free to explain on a more by-item basis what you feel is overpowered about each ability. Rather than suggesting a host of new abilities, maybe the current ones can be better tweaked to fit what you feel is right. In the Rules Forum, you also mentioned not liking the FEEL of the abilities, saying that they did not match your idea of an Archmage. Well then, what is YOUR idea of an Archmage? What can the Archmage, master of Arcane manipulation, lord of spells, the penultimate caster, do, that other wizards can't? Maybe this will help people give you some ideas.
 

"Styker - What exactly is it that you feel is so overpowered? You said "everything," but please explain. The class is open content, so please feel free to explain on a more by-item basis what you feel is overpowered about each ability. Rather than suggesting a host of new abilities, maybe the current ones can be better tweaked to fit what you feel is right."

Hum... for example (sorry my bad english please...) with mastery of elements you can change your fireball for a sonic ball in a game where nobody has sonic imunity... and the feat energy substituition doesn´t permit you to change with sonic just with ice, acid, fire and lighting... other example... with mastery of shapping you can cast a Disjuction without harm you allies, so, in one moment all you enemies are without magic and your party is full... and the finally example... with spell like-ability you can loss ONE 4th level slot and GAINS TWO enervations since DC´s doesnt matter for enervations spells or better... you can loss one 9 level slot and gain... two disjuctions, or two shappechange, or two portals... you can say "but you loose a 5th level slot too", but it´s better two 9th levels spells than one 5 th and one 9 level...



" In the Rules Forum, you also mentioned not liking the FEEL of the abilities, saying that they did not match your idea of an Archmage. Well then, what is YOUR idea of an Archmage? What can the Archmage, master of Arcane manipulation, lord of spells, the penultimate caster, do, that other wizards can't? Maybe this will help people give you some ideas."

My idea is something with more knowledge about the magic, like the red wizards of thay that gains benefits from speciallization, for example... the abillities spell power and master of counterspelling are perfects, because aren´t too overpowered, are usefull and at the same time they have a concept, the archmage who knows the fuction of the magic knows how to cast your magics more eficiently and how to counter spell turning then against the enemy... Do you get the idea?

edit: Just to complement... abitilies to deal more damage with spell, more power and things like that but not to over like the instant metamagic of incantatrix are well done i think...
 

Well, first off, change Mastery of Elements and eliminate the sonic option. I can understand how that can be a bit over-the-top.

I personally don't think that giving up a higher level spell slot would balance the abilities, though I am kinda on the other end of the spectrum from you (I think the powers are generally not worth the spent spell slots).

You say an Archmage should have a deeper and greater understanding of Spellcraft and manipulating his spells, right? Why not allow Spellcraft checks to do bonus things? That might be what you are looking for....
 

The feat, Energy Substitution, is from 3.0e and as I recall did allow all five types of energy to be chosen. The feat, Energy Affininty, is 3.5e and leaves out Sonic as a choice.

BTW wouldn't a deaf creature be immune to sonic energy?

Ciao
Dave
 

RisnDevil said:
Nyaricus - What he meant was, the people in the rules thread HERE said it would be better to post here, under House Rules, which it is.

Oh, so i did read that wrong :\ hmm, sorry bout that. :D I'll follow this thread (prolly won't contribute much though, I like my fighters over mages), always nice to have alt abilities though :D
 

ElectricDragon sonic damage isn't to your ears alone. Put your hand against your speaker and feel the vibrations. Sonic damage is that time 1000+.
 

On another note, there are a few creatures in the MM that are resistant or immune to sonic damage, the Slaad for one. And in the Monster Manual 3, there are several more that have sonic resistance. Also, the spell Silence negates sonic damage within it's area.
 


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