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[Black Company] Anyone try the BC wizard class alongside Core divine or XPH psionics?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2209948" data-attributes="member: 12332"><p>The real limiter in BCCS magic isn't the DC, it's TIME. The DC sort of sets the "top level" spell that you can cast ... you figure out what you're comfortable with (for us, with action points and whatnot, usually "success on a 6 or more" it seems) and you prep a few of those early in the day.</p><p></p><p>LATER, for effects you can pull off, the only things that get cast are spells which take, oh, about 1 round or less. I've seen our wizard take two full rounds to do a spell once, but it wasn't a horribly threatening encounter so he built up a good "force fart" and whomped a group of baddies ... pretty good, too.</p><p></p><p>So if you want to make a BCCS caster MORE UTILITARIAN in combat, you increase his aptitude in some way (I recently introduced some aptitude increasing items to my game ... wands and staves, not-D&D style). Pure "Aptitude" increases don't affect the biggest spell the wizard can cast, but affects the type of spells he can more quickly cast.</p><p></p><p>If you want to give him a few BIGGER SPELLS, you give him increases in Use Magic. I.E. when I gave Smart the ability to use Savant on Use Magic, it meant the caster could whip up bigger spells early in the day (topping out his DCs) but really didn't effect what he could stir up later.</p><p></p><p>And, finally, if you want to make the caster JUST BETTER, you increase his Magnitude Bonus, which applies both to the Use Magic checks and to Aptitude.</p><p></p><p>All things considered, if you want a "defiler" style caster allow them to do a sort of "drawing" that blights all of the plantlife around them out to a certain distance. I'd make a few "levels" of drawing and treat it like taking more time ... allow them to double and tripple their Magnitude bonus (making them just plain better, increasing spells and reducing time) but put a penalty of some sort in association. I'd say doubling whomps the plantlife (and makes the caster look very uncool to the farmer whose land he's on) while trippling might slurp HP off of his friends. And I'd find a way to make sure it slurps friends ... make him a very unpopular dude when he does stuff like that. Maybe the Drain he would take (I.E. 1d8 + X) is taken by people in a certain radius as HP damage, as well. Tie the plant damage to that damage as well, maybe. Drain x 5' radius. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2209948, member: 12332"] The real limiter in BCCS magic isn't the DC, it's TIME. The DC sort of sets the "top level" spell that you can cast ... you figure out what you're comfortable with (for us, with action points and whatnot, usually "success on a 6 or more" it seems) and you prep a few of those early in the day. LATER, for effects you can pull off, the only things that get cast are spells which take, oh, about 1 round or less. I've seen our wizard take two full rounds to do a spell once, but it wasn't a horribly threatening encounter so he built up a good "force fart" and whomped a group of baddies ... pretty good, too. So if you want to make a BCCS caster MORE UTILITARIAN in combat, you increase his aptitude in some way (I recently introduced some aptitude increasing items to my game ... wands and staves, not-D&D style). Pure "Aptitude" increases don't affect the biggest spell the wizard can cast, but affects the type of spells he can more quickly cast. If you want to give him a few BIGGER SPELLS, you give him increases in Use Magic. I.E. when I gave Smart the ability to use Savant on Use Magic, it meant the caster could whip up bigger spells early in the day (topping out his DCs) but really didn't effect what he could stir up later. And, finally, if you want to make the caster JUST BETTER, you increase his Magnitude Bonus, which applies both to the Use Magic checks and to Aptitude. All things considered, if you want a "defiler" style caster allow them to do a sort of "drawing" that blights all of the plantlife around them out to a certain distance. I'd make a few "levels" of drawing and treat it like taking more time ... allow them to double and tripple their Magnitude bonus (making them just plain better, increasing spells and reducing time) but put a penalty of some sort in association. I'd say doubling whomps the plantlife (and makes the caster look very uncool to the farmer whose land he's on) while trippling might slurp HP off of his friends. And I'd find a way to make sure it slurps friends ... make him a very unpopular dude when he does stuff like that. Maybe the Drain he would take (I.E. 1d8 + X) is taken by people in a certain radius as HP damage, as well. Tie the plant damage to that damage as well, maybe. Drain x 5' radius. --fje [/QUOTE]
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[Black Company] Anyone try the BC wizard class alongside Core divine or XPH psionics?
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