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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="Archus" data-source="post: 1844251" data-attributes="member: 25334"><p>I like this method much better than the one I proposed. I knew that general enhancement MP reduciton would just make everything more powerful but for some reason the cost of range bothers me (easily fixed as a house rule to make it Touch 0 MP, 800 ft 1MP if I wanted - or just use scry).</p><p></p><p></p><p></p><p>I meant I'm used to having a 10th level wizard dish out 10d6 in an area with fireball, where the EoMR "wizard" would only dish out 6d6 in an area. But the nice thing (you rightly point out) is that the EoMR wizard could do that a bunch of times.</p><p></p><p>Slowly I'm adjusting my world view and liking EoMR more and more. The hints dropped about the Lyceian Arcana have convinced me that it is a must have. I'll be using the two supplements in my next game and will try to get all the spellcasters to buy their own copies.</p><p></p><p></p><p></p><p>I didn't find my 5th/5th Wizard/Cleric to be anywhere near as effective as the 10th Wizard or 10th Cleric. A little more versitile. But then I picked up a prestige class that leveled both at the same time and I was a god. My 9th Wizard with 1 level of Cleric was much better - access to Cleric scrolls was all I need.</p><p></p><p>The Practiced Spellcaster is a minor patch for a very focused spellcaster that is mostly a fighter. The Mageknight is really the way to go if you want to do both.</p><p></p><p>You have a good point about spending the precious feats to be effective. I tried to mix up the types of enounters in my game, but when they fought undead and constructs too often the rogues felt slighted. Same thing happens if you fight too many things with magic resistance - the spellcasters are fairly screwed. If I were running an "against the undead" campaign, I might let the rogues have their sneak attack effect undead normally but take a feat to effect the living (specilized undead slaying rogues).</p><p></p><p>Thanks for the feedback RuleMaster, it helped.</p></blockquote><p></p>
[QUOTE="Archus, post: 1844251, member: 25334"] I like this method much better than the one I proposed. I knew that general enhancement MP reduciton would just make everything more powerful but for some reason the cost of range bothers me (easily fixed as a house rule to make it Touch 0 MP, 800 ft 1MP if I wanted - or just use scry). I meant I'm used to having a 10th level wizard dish out 10d6 in an area with fireball, where the EoMR "wizard" would only dish out 6d6 in an area. But the nice thing (you rightly point out) is that the EoMR wizard could do that a bunch of times. Slowly I'm adjusting my world view and liking EoMR more and more. The hints dropped about the Lyceian Arcana have convinced me that it is a must have. I'll be using the two supplements in my next game and will try to get all the spellcasters to buy their own copies. I didn't find my 5th/5th Wizard/Cleric to be anywhere near as effective as the 10th Wizard or 10th Cleric. A little more versitile. But then I picked up a prestige class that leveled both at the same time and I was a god. My 9th Wizard with 1 level of Cleric was much better - access to Cleric scrolls was all I need. The Practiced Spellcaster is a minor patch for a very focused spellcaster that is mostly a fighter. The Mageknight is really the way to go if you want to do both. You have a good point about spending the precious feats to be effective. I tried to mix up the types of enounters in my game, but when they fought undead and constructs too often the rogues felt slighted. Same thing happens if you fight too many things with magic resistance - the spellcasters are fairly screwed. If I were running an "against the undead" campaign, I might let the rogues have their sneak attack effect undead normally but take a feat to effect the living (specilized undead slaying rogues). Thanks for the feedback RuleMaster, it helped. [/QUOTE]
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