Kmart Kommando
First Post
most of the pseudo-magic maneuvers are 1 die higher than the base for a regular spell would be, last one round (if not, less), mostly single target, and never get any better.
Except the ones that add initiator level to damage, which are always swift action boosts that don't actually do anything if you don't hit with (an)other attack/attacks.
Just make ongoing spells unable to be recovered, and that solves the all day buff rotation.
I like the mechanics behind psionics, somewhat.
I'd play a wizard in a game where you had the mana pool like psionics, but still had to prep your spells ahead of time, and allocate spell points when you prepped. So you could prep a lvl 9 fireball, 2 lvl 5 fireballs, lvl 3 magic missile, etc..
Except the ones that add initiator level to damage, which are always swift action boosts that don't actually do anything if you don't hit with (an)other attack/attacks.
Just make ongoing spells unable to be recovered, and that solves the all day buff rotation.
I like the mechanics behind psionics, somewhat.
I'd play a wizard in a game where you had the mana pool like psionics, but still had to prep your spells ahead of time, and allocate spell points when you prepped. So you could prep a lvl 9 fireball, 2 lvl 5 fireballs, lvl 3 magic missile, etc..