Complete arcane excerpt discussion

Kesh said:
The Wu Jen spell list, at a glance, appears identical to the one in Oriental Adventures.

There are some additions, and some 3.5isms (like emotion being replaced by good hope and crushing despair, or symbol replaced by separate entries for each possible symbol, the gods forbid a single spell could have several possible effects).

The only loss is surelife.
 

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My first-glance opinions:

The prestige class is very hard for me to say whether it could be too good or too bad. It doesn't seem at all to be for casters: you need only 1 level in the arcane class, you get full caster level advancement but 3 spellcasting levels only, and that's exactly great for a character with only a minor arcane ability. For a mostly-wizard or -sorcerer this PrCl is very bad.

If you were a fighting class, you would give up 4 points of BAB in 11 levels (including the arcane level to qualify) for all the nifty defensive abilities and +6 in Strength.

It's hard to say, there are too many advantages and too many disadvantages at the same time. However I can say that I don't like the gp requirement to acquire the new level special features, and how this acquirement is tied to in-game quests (harvesting the special material). That may seem to be an interesting adventure suggestion, but after a couple of times it can seriously bother the gaming group...

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About feats I had great expectations. I know these are only very few of them but I am so far disappointed :(

Double-Wand-Wielder and Reckless-Wand-Wielder are definitely "new" and interesting, but the first one seems clunky. It occurs to me that they wanted to try something new but they are terribly scared that it could be too good, so they stacked penalties one after the others... Ok that you need 2 feats to qualify, but why 2WF? It has only a partial relationship with using 2 wands, and I seriously doubt your wizard is EVER going to use that 2WF for anything else than qualify for DWW. However, I would accept this requisites even if they are IMO not very well-designed. But then they even add the extra charge cost. No way...

Touch Spell Specialization is almost a reprint of T&B Spell Specialization (which however worked only on Rays or Energy Missiles). At the time of T&B I really thought that the +2 bonus was too small except at very early levels, and I was absolutely sure that WotC would have changed Spell Specialisation into something surprising and useful, but I was wrong.

Practice Spellcaster is fine, we knew it already, no problem for me if 1 feat is in 2 books, as this doesn't seem to be too common.

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The new and revised spells sound nice instead. Maybe too many new destructive spells, I don't think there was a real need for them :) and I wonder how different they prove to be at the end. However almost all the non-damaging spells seem fine to me. Some are pretty powerful, but of course we have to check the details first.

I am specifically fond of the following:

Assay Resistance: thank god, after 4 years a spell to help vs SR!
Duelward: probably not overly useful, but anything helping counterspells to be actually part of the game is welcome
Anticipate Teleportation: supposing that the predition part of the spell lasts enough for the spell to be useful, this could be quite fun
Servant Horde: usually I don't think more than 1 US is needed, but there may be interesting applications
Phantasmal Assailants: a spell that damages Dex and Wis at the same time is definitely weird but interesting...

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About the new forms of potions and scrolls, well I think this is exactly the sort of flavor that I like in a RPG book. Something which is usable in possibly every campaign, and makes the game less predictable to the players without complicating the rules (for that there is tons of crunchy bits already). For the little space that it takes in the book, I only wish they had put double these ideas, and didn't stop at potions/scrolls.

Finally the Contingent Spells seems a very nice extra, they are basically automatic potions which you cannot share with the others. I think they could be a very solid tactic in a caster's repertoire, especially a cleric.
 

The prestige class is very hard for me to say whether it could be too good or too bad. It doesn't seem at all to be for casters: you need only 1 level in the arcane class, you get full caster level advancement but 3 spellcasting levels only, and that's exactly great for a character with only a minor arcane ability. For a mostly-wizard or -sorcerer this PrCl is very bad

Following the "trust the text not the chart" concept, it's actually 5 levels of spells/day, not the 3 shown by the chart.

john
 


Greybar said:
Well, perhaps in my expectation for the class = as a "gish" of fighter/mage. Who else would trade off spellpower for melee goodness? That kind of character, by level 15, should have Con14 or higher, if nothing else due to enhancing items or buffing spells (since they survived the first 14 levels). That means that the 20 hp for medium constructs is a loss.

Remember that the immunity at level 10 is only an incremental step up. He already has big big bonuses to all those effects, and 75% immunity to crits.



I disagree. I think it's a pretty big disadv. After all, if you're unconscious and dying, you don't want the only person to be able to heal you is... you. Better hand off a scroll/wand/etc of repair major to each of your friends!

If you're in solo play, then I agree that self-healing as an arcane caster could be very nice. Even better if you can spontanously cast repair spells in some way or another.

Also, for normal team play - if you're not being healed by the party healing specialist (aka cleric), then you're taking spells out of your list (and turns out of your combat rounds), when you could be arcane-striking the bad-guys out of existence.

Speaking of which, I'm guessing that arcane-strike is a real obvious one for the GSA. Get in there close and smack people down while their blows are dulled by that DR.

You took the words right out of my mouth. The Green Star Adept no longer gains any benefit from the plethora of clerical healing magic, making you dependent on your own special healing, which comes at cost of your already meager spellcasting.

Frankly, this class seems best suited for a Hexblade. Loosing some hexblade spellcasting is no big loss, also the hexblade is a melee type and can afford the BAB loss and is more likely to gain benefit from the DR and the resistance to hits.

Tzarevitch
 


Li Shenron said:
Practice Spellcaster is fine, we knew it already, no problem for me if 1 feat is in 2 books, as this doesn't seem to be too common.
I don't think having the feat reprinted is a problem, since it's very relevant for both arcane and divine casters, but it's a bit disappointing that it's one of the three they present in their preview.
 

Greybar said:
I wonder why this

Transmute Rock to Lava (Wiz/Sor9)

Is better than Polymorph any Object (Wiz/Sor8)

john

Let's see: more specific and a higher level. Why shouldn't it be?

Cheers!
 

*would like to point out to Li S, that R&R 1 had a spell to deal with SR and in fact decrease it.* Remove Resistance anyone? I mean come on... I agree that the addition of a FEW new Abjurations, good, but this one...is a little unwhelming for me.
 

MerricB said:
Let's see: more specific and a higher level. Why shouldn't it be?

Well, since 8th level polymorph object lets you do all that 9th level rock to magma can do *and lots more stuff*...

Unless there is a whole lot extra behind the name which hasn't yet been revealed (but it is probably based on the 20d6 damage from immersion in magma from the DMG) it seems that a higher level spell should be *less* specific/limited than a lower level spell.

No?
 

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