Help make my wizard happy

Three_Haligonians

First Post
In my home-brew world there is a governing council for wizards that has outlawed serveral high-level spells such as power word kill, timestop and wish. All of my players are cool with this, however, one of them is playing a wizard who is now able to cast 9th level spells. I feel that my choice is somewhat unballancing for her since I have effectively reduced the number of spells she can choose from. My question is: what kind of a benefit should I have the council give in order to keep thier law-abiding wizards happy?

We were not sure if this was more of a general question or more of a house rule question so our appologies in advance to the moderators if this belongs in house rules.

Thanks for your thoughts,

T and J from Three Haligonians
 

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none. Those are the laws are society and she can choose the spells, she would just be breaking the law. Did you also restric other spells like teleport, fioreball, amgic m,issile, ice storm etc? All of those can be just as deadly to low level NPCS.
 



Power Word: Kill and Wish I can understand, but why Time Stop? It's pretty powerful within it's little sphere of influence but it's hardly power over life and death or altering the universe.

Is there an in-game reason for it, or do you (the DM) just find it problematic?
 
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All IC

Tarrasque Wrangler said:
Power Word: Kill and Wish I can understand, but why Time Stop? It's pretty powerful within it's little sphere of influence but it's hardly power over life and death or altering the universe.

Is there an in-game reason for it, or do you (the DM) just find it problematic?


Right, I suppose I should clarify: The banning of these spells is 100% in-game, a choice of the ruling wizard council. I as a DM have absolutely no problem with any of them and they still exist in my game world, they are just considered contraband. I suppose IC reasons for adding Time Stop would include a dislike of any spell that seriously alters the temporal status of things (Temporal Stasis is also on the list).

But, like I said, it's a drawback that comes from an IC thing, which is why I'm looking for a smiliar benefit to balance it out.

Oh, while I'm on the subject, can anyone think of any other spells (doesn't have to be 9th lvl) that such a group would want on its banned list?

J from Three Haligonians
 

What AL is the wizard? If she is chaotic then she will probably use them anyways, maybe make a rogue society of wizards that practices these spells. Or have laws that state they cannot use the spells unless in dire need and in defense of the nation or some jazz like that
 

It very much depends on the reasons that spells were banned for. It may be easier to ban effect types rather than specific spells.

If you're banning 9th level spells, may as well get the flame wars roiling again and axe Shapechange. (It's tradition.) ;-)

If you want to block temporal continuity disruptions, you may want to block spells that seriously disrupt planar continuity also - Gate, Astral Projection, Etherealness, Plane Shift (and the various Prismatic spells for their plane shiting components)

If Power Word: Kill is out, Wierd should be out also. Same "Big Mojo Death Magic" thing, different school. Same for Wail of the Banshee. That leads down a "but aren't all combat spells just different flavors of Power Word: Kill?" road that I don't want to go down, as I don't really understand why PW:K was banned - it's a really crummy spell.

If Temporal Stasis is out, drop Soul Bind too. Does the same thing, really.
 

Well, if it's any consolation to the wizard, I see two benefits:

1st: The wizard in question can still use the spells in question -- she just has to make sure that there are no witnesses to the violation.

2nd: Enemy wizards can't use the spells either. If they do, theoretically they are subject to severe punishment if the party reports them.
 

The existance of a ruling council of wizards that govern 9th level spells can lead to a lot of things.

- Once you can cast 9th level spells, you get a seat on the council.
- You get access to all (or many) of the non-banned spells.
- You get access to many custom spells - perhaps a chance to bring in 3rd party spells you like.
- You get help creating your own spells, as long as you share them.
- You find out the horrible truth about why the spells were really banned.
- Now that you are powerful enough to understand, you can get involved in the secret battles that required the banning of these spells. (See Sagiro's Archmages.)
 
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