Familiar Replacement

Edit- Woohoo! My first double post! Gosh I don't know what to say... I'd like to thank the Academy and most importantly, my crappy internet connection- we did it... we finally made it! :crying:

:p
 
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I like your changes except the Store Spell.
I really dont like a ability that cost something.
Thats why I did the lvl 0,1,2
lvl 0 spells are really not that powerful at all. Giveing 3-5 more (mine you, you have to precast them in down time) is not powerful at all.

THe lvl 1 was given when you can cast lvl 3 spells and again you have to have pre-cast them into the staff (like a spell Storing weapon) to use them.

And then lvl 2 spells when things start to get alittle more powerful you get them when you can cast 6th lvl spells. Most would use these extra spells for utility spells that only get used once in awile.

A more balanced abiltiy maybe to allow You int in spell lvls to be placed in the staff restricted to the lvl listed.
lvl 0 spells = lvl 1.

So if your Int was 16 you could store 3 lvl 0 at 1-4, 3 lvl 1 at lvls 5-10 and 1 lvl 2 and 1 lvl 1 at lvls 11-20 or anyother combanation that added up to 3.
 

The only reason I thought Store Spell was too powerful was because it's way better than anything you can do with a normal familiar. Even the few players I've known that made an attempt at actually using thier familiars, (in one recent game, the wizard had had an owl familiar thru six levels of play before he finally used it to do something- a scouting mission) and thus made them a useful addition to the party, would drop them in a second for some free extra spells. Yes, they'd have to Store them beforehand in downtime, but that's not much of a limitation. There would have to be some kind of cost or it would just be a freely used spell battery. By making it work like Scribe Spell, but at a discount, then at least there's some kind of limitation.

I could see the Store Spell ability working ok if there was some kind of, at least temporary, risk or cost associated with it. Just something so that using and "recharging" the spells doesn't become a completely safe, standard practice. Otherwise it's like having a "free" magic item- in this case, a bundle of scrolls you can refresh at will. (It'd be like having an animal familiar that coughed up some low level scrolls every morning. Who wouldn't want a familiar like that compared to a regular one!) And it might be a minor boost in power at the levels you get them but any spell can be useful if your creative enough, and who couldn't find a use for a few extra magic missile spells.
 
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Hi there, folks.

I've been working some more on my staff idea. Currently i'm adding some Feats and stuff that GMs might use to balance the staff. I'll post it as soon as it's in a nice readable format.
 

FoxWander said:
The only reason I thought Store Spell was too powerful was because it's way better than anything you can do with a normal familiar. Even the few players I've known that made an attempt at actually using thier familiars, (in one recent game, the wizard had had an owl familiar thru six levels of play before he finally used it to do something- a scouting mission) and thus made them a useful addition to the party, would drop them in a second for some free extra spells. Yes, they'd have to Store them beforehand in downtime, but that's not much of a limitation. There would have to be some kind of cost or it would just be a freely used spell battery. By making it work like Scribe Spell, but at a discount, then at least there's some kind of limitation.

I could see the Store Spell ability working ok if there was some kind of, at least temporary, risk or cost associated with it. Just something so that using and "recharging" the spells doesn't become a completely safe, standard practice. Otherwise it's like having a "free" magic item- in this case, a bundle of scrolls you can refresh at will. (It'd be like having an animal familiar that coughed up some low level scrolls every morning. Who wouldn't want a familiar like that compared to a regular one!) And it might be a minor boost in power at the levels you get them but any spell can be useful if your creative enough, and who couldn't find a use for a few extra magic missile spells.

I see your point.

making it a xp cost will curb the use of it to only a few here and there.

If it was coin, once the party came into some cash the wizard would have no reason not to as its a scroll with no xp cost.
 

I really like the idea of the wizard staff, but I think in the current format it may gain too many abilities. I think it would be more in line with the familar if it gained fewer abilities, say one of each 1-5 instead of multiple in most categories.
 

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