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At-will class powers ruining my archetypes
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<blockquote data-quote="Fredrik Svanberg" data-source="post: 4686629" data-attributes="member: 12996"><p>If "Magic Missiles" and similar obvious magic is too magical and makes magic seem trivial and boring, why not change the at-wills of wizards (and warlocks and other casters too, I guess, but I'll focus on wizards for now) to make them less blatantly magical?</p><p></p><p>How about:</p><p></p><p>True Strike</p><p>Standard; at-will * Weapon</p><p>You use magic to guide your arm and strike with ultimate accuracy.</p><p>Int vs. AC; [w]+Int damage.</p><p>You can use this attack as a basic ranged or melee attack.</p><p>Upgrade to 2[w]+Int at level 11, 3[w]+Int at level 21.</p><p></p><p>Mage Armor</p><p>Standard; at-will</p><p>You create an invisible magical armor of force around you.</p><p>You gain +2 to AC until the end of your next turn.</p><p>Sustain minor.</p><p></p><p>Shield</p><p>Minor; at-will</p><p>You create an invisible magical shield of force floating in the air next to you.</p><p>You gain +1 to AC and Reflex Defense until the beginning of your next turn or until you are attacked, whichever comes first.</p><p></p><p></p><p>There, now the wizard can run around making ranged and melee weapon attacks all day long without feeling sub-par, and without trivializing the feel of magic in your game. If he sacrifices one or two actions per round he can also gain some much-needed defense to survive such activities. None of these "spells" have obvious effects (but if you want you can house-rule the Mage Armor and Shield to be visible, of course) so they can be explained away as superior magical training or whatever if you prefer.</p><p></p><p>Similar at-will powers can be created for clerics, warlocks, sorcerers, etc, to make them seem less magical and make them more combat-worthy, but based on their respective preferred abilities of course. In fact I wouldn't mind playing a wizard with at-will powers like this. It would not be very good at its intended role but it would make for some interesting concepts.</p></blockquote><p></p>
[QUOTE="Fredrik Svanberg, post: 4686629, member: 12996"] If "Magic Missiles" and similar obvious magic is too magical and makes magic seem trivial and boring, why not change the at-wills of wizards (and warlocks and other casters too, I guess, but I'll focus on wizards for now) to make them less blatantly magical? How about: True Strike Standard; at-will * Weapon You use magic to guide your arm and strike with ultimate accuracy. Int vs. AC; [w]+Int damage. You can use this attack as a basic ranged or melee attack. Upgrade to 2[w]+Int at level 11, 3[w]+Int at level 21. Mage Armor Standard; at-will You create an invisible magical armor of force around you. You gain +2 to AC until the end of your next turn. Sustain minor. Shield Minor; at-will You create an invisible magical shield of force floating in the air next to you. You gain +1 to AC and Reflex Defense until the beginning of your next turn or until you are attacked, whichever comes first. There, now the wizard can run around making ranged and melee weapon attacks all day long without feeling sub-par, and without trivializing the feel of magic in your game. If he sacrifices one or two actions per round he can also gain some much-needed defense to survive such activities. None of these "spells" have obvious effects (but if you want you can house-rule the Mage Armor and Shield to be visible, of course) so they can be explained away as superior magical training or whatever if you prefer. Similar at-will powers can be created for clerics, warlocks, sorcerers, etc, to make them seem less magical and make them more combat-worthy, but based on their respective preferred abilities of course. In fact I wouldn't mind playing a wizard with at-will powers like this. It would not be very good at its intended role but it would make for some interesting concepts. [/QUOTE]
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