ARandomGod
First Post
iwatt said:Clerics and Druids also are banned from these schools except that healing is still possible.
Umm.
THAT one is simple, just put the healing schools back into necromancy where they belong. Alternatively you can put them in "universal".
The hype that healing is NOT necromancy is just predjudicial superstition anyway.
Doug McCrae said:I think you're hurting wizards more than clerics and druids (the two strongest classes in DnD). Wizards lose staples like Fireball, Teleport and battlefield control. But druids get to keep it in the form of Entangle. And clerics retain their two mightiest spells - Righteous Might and Harm.
Oh yea, this definitely completely nerfs wizards... unless you manage to come up with a lot of custom spells to cover the gap. Clerics and Druids never were much for those classes of spells anyhow.
iwatt said:Also, I'm not eliminating all their combat spells, just the most direct. Illusion, Enchantment, Necromancy and Trasmutation all have powerful attack spells
But I think you have a point. I've made the classes less sexy (for some types of players), although I'm not necesarily sure they're less powerful. So what do you recomend to correct this? More skillpoints for spellcasters maybe, more feats?
You could increase the power of illusions (without making it "shadow" or partially real, I always dissaproved of that flavor), and it would do a lot to make up for it. The current "power" of illusions is largely up to the GM in question, so you wouldn't even have to increase the overall power level much, just the assumed interpretations. (Like: What does "interacting" mean?)