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*Dungeons & Dragons
Echo Knight is Wildemount's Most Popular Subclass
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<blockquote data-quote="Mistwell" data-source="post: 7975022" data-attributes="member: 2525"><p>I agree with you, that spell is more powerful than it should be for a 1st level spell. That feels more similar to the second level spell Shatter. Same range (60') same radius (10'), same save for half (Con), slightly worse damage type (Thunder is resisted more than Force), and better damage ( 3d8 vs 2d8) but no half-speed rider (which feels about like a d8 of damage in value) and roughly the same impact on unattached objects. That feels close enough to be firmly a 2nd level spell...but it's a 1st level one.</p><p></p><p>However, it's worth pointing out that you picked THE ONE AND ONLY SPELL WHICH WAS RANKED BLUE on the guides I've seen. For example, Treantmonk ranked all the other Duramancy spells as green, red, purple, or orange from that book except Magnify Gravity. Meaning you highlighted likely the exception to the overall rule that the spells in this sourcebook are pretty well balanced to kinda below average or situational. </p><p></p><p>As for the Sub-Classes, Graviturgist is average or slightly below average for Wizard sub-classes. Probably above transmutter and necromancer, but bottom half for all wizard sub-classes.</p><p></p><p>Chronurgist, however, is overpowered in my opinion. BUT, only because of <strong>one </strong>ability they have. I think their sub-class related abilities are all fine in terms of balance (I would put them on the more powerful side but not more powerful than, for example, a divination wizard), except for that one ability. And that is their 10th level ability that has an issue: Arcane Abeyance. Arcane Abeyance let's you 1) get around concentration, and 2) it gets around the casting time, lowering the casting time to one action regardless of the casting time for the spell normally.</p><p></p><p>That one ability is broken, and I suspect as you suspect they didn't sufficiently playtest that ability. Playtesters should have been able to discover that a wizard with this ability could put up a Tiny Hut spell (for example) in a single action during combat - completely breaking the intent of that spell as an out-of-combat spell for long rests. I think I'd houserule this ability to require that any spell used with it can't have a casting time of more than 1 action, and if it's a concentration spell it counts as the wizard's concentration. That houserule would fix this sub-class to be within the bounds of other wizard sub-classes (though still on the upper half, probably top 3).</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7975022, member: 2525"] I agree with you, that spell is more powerful than it should be for a 1st level spell. That feels more similar to the second level spell Shatter. Same range (60') same radius (10'), same save for half (Con), slightly worse damage type (Thunder is resisted more than Force), and better damage ( 3d8 vs 2d8) but no half-speed rider (which feels about like a d8 of damage in value) and roughly the same impact on unattached objects. That feels close enough to be firmly a 2nd level spell...but it's a 1st level one. However, it's worth pointing out that you picked THE ONE AND ONLY SPELL WHICH WAS RANKED BLUE on the guides I've seen. For example, Treantmonk ranked all the other Duramancy spells as green, red, purple, or orange from that book except Magnify Gravity. Meaning you highlighted likely the exception to the overall rule that the spells in this sourcebook are pretty well balanced to kinda below average or situational. As for the Sub-Classes, Graviturgist is average or slightly below average for Wizard sub-classes. Probably above transmutter and necromancer, but bottom half for all wizard sub-classes. Chronurgist, however, is overpowered in my opinion. BUT, only because of [B]one [/B]ability they have. I think their sub-class related abilities are all fine in terms of balance (I would put them on the more powerful side but not more powerful than, for example, a divination wizard), except for that one ability. And that is their 10th level ability that has an issue: Arcane Abeyance. Arcane Abeyance let's you 1) get around concentration, and 2) it gets around the casting time, lowering the casting time to one action regardless of the casting time for the spell normally. That one ability is broken, and I suspect as you suspect they didn't sufficiently playtest that ability. Playtesters should have been able to discover that a wizard with this ability could put up a Tiny Hut spell (for example) in a single action during combat - completely breaking the intent of that spell as an out-of-combat spell for long rests. I think I'd houserule this ability to require that any spell used with it can't have a casting time of more than 1 action, and if it's a concentration spell it counts as the wizard's concentration. That houserule would fix this sub-class to be within the bounds of other wizard sub-classes (though still on the upper half, probably top 3). [/QUOTE]
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