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Echo Knight is Wildemount's Most Popular Subclass
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<blockquote data-quote="Todd Roybark" data-source="post: 7974945" data-attributes="member: 6920677"><p>Ruin, have you seen a stage magician work up close? I’ve seen 3 Card Monte type effects, done in my own living room, with the trick spelled out to me, and failed to see the prestidigation.</p><p></p><p>So, even if one had struck the Perfect Illusion previously, actively playing three card monte with the Original and the Illusion, by moving through each other’s squares <em>should</em> still cause targeting confusion.</p><p></p><p>Detailed players, will intentionally attempt to sow this confusion. So yes, it is poor form as a DM to blatantly ignore these efforts.</p><p></p><p>Loki’s illusions from the Marvel movies do not work <em>all the time</em>, but the illusions do work, <em>most of the time</em>.</p><p></p><p>In regards to the spells, quite simply Ruin, you have not made the case these spells are broken.</p><p>Some are overpowered, in my opinion. None at a glance, strike me as broken.</p><p></p><p>Many spell casting subclasses get access to spells not normally on their default spell list.</p><p>These particular spells can only be selected starting at 2nd level. So the spells in question are a spells known tax...one will have to select the spells on level up, and access at 1st level character level is restricted.</p><p></p><p>If the spells and subclasses do not fit <em>your</em> view of what constitutes a balanced D&D diet, don’t use the optional material.</p><p></p><p>Gift of Alacrity and Fortune’s Favor, the two spells from the book that will see use at every tier, (in my view), have more synergistic advantages for the Diviner wizard subclass then for a Chronurgist.</p><p></p><p>A Chronurgist is great for a 5 minute work day, and with a player that is adept at planning. The subclass abilities have a level of nuance, that many will not like, or get at first glance.</p><p></p><p>The Diviner subclass has similar Saving Throw Debuffs through it’s Portent subclass feature, and incredible 6-8 encounter a day staying power through Expert Divination.</p><p></p><p>Malleable Illusion means an Illusionist can change their appearance with an action, for a whole hour with a single cast of Disguise Self. An Illusionist can use Mirage Arcane to <em>devastating</em> effect.</p><p></p><p>A PC could easily hold a square mile of say the harbor of Waterdeep hostage for 10 days, changing the terrain with a mere action, during that time. It is hard to dock a schooner on a snow covered mountain that was the ocean before, and might become a Death Valley like desert in the next 6 seconds.</p><p></p><p>Chronurgists <em>are</em> powerful, but power has it’s limits. Just ask Anakin Skywalker about his lower torso. <img class="smilie smilie--emoji" alt="😄" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f604.png" title="Grinning face with smiling eyes :smile:" data-shortname=":smile:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Todd Roybark, post: 7974945, member: 6920677"] Ruin, have you seen a stage magician work up close? I’ve seen 3 Card Monte type effects, done in my own living room, with the trick spelled out to me, and failed to see the prestidigation. So, even if one had struck the Perfect Illusion previously, actively playing three card monte with the Original and the Illusion, by moving through each other’s squares [I]should[/I] still cause targeting confusion. Detailed players, will intentionally attempt to sow this confusion. So yes, it is poor form as a DM to blatantly ignore these efforts. Loki’s illusions from the Marvel movies do not work [I]all the time[/I], but the illusions do work, [I]most of the time[/I]. In regards to the spells, quite simply Ruin, you have not made the case these spells are broken. Some are overpowered, in my opinion. None at a glance, strike me as broken. Many spell casting subclasses get access to spells not normally on their default spell list. These particular spells can only be selected starting at 2nd level. So the spells in question are a spells known tax...one will have to select the spells on level up, and access at 1st level character level is restricted. If the spells and subclasses do not fit [I]your[/I] view of what constitutes a balanced D&D diet, don’t use the optional material. Gift of Alacrity and Fortune’s Favor, the two spells from the book that will see use at every tier, (in my view), have more synergistic advantages for the Diviner wizard subclass then for a Chronurgist. A Chronurgist is great for a 5 minute work day, and with a player that is adept at planning. The subclass abilities have a level of nuance, that many will not like, or get at first glance. The Diviner subclass has similar Saving Throw Debuffs through it’s Portent subclass feature, and incredible 6-8 encounter a day staying power through Expert Divination. Malleable Illusion means an Illusionist can change their appearance with an action, for a whole hour with a single cast of Disguise Self. An Illusionist can use Mirage Arcane to [I]devastating[/I] effect. A PC could easily hold a square mile of say the harbor of Waterdeep hostage for 10 days, changing the terrain with a mere action, during that time. It is hard to dock a schooner on a snow covered mountain that was the ocean before, and might become a Death Valley like desert in the next 6 seconds. Chronurgists [I]are[/I] powerful, but power has it’s limits. Just ask Anakin Skywalker about his lower torso. 😄 [/QUOTE]
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