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Help Requested on Wizard Creation
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<blockquote data-quote="Iago" data-source="post: 1522970" data-attributes="member: 19094"><p>Greetings all!</p><p></p><p>I've been a long time reader of the boards (especially the Story Hour) and thought I'd ask for some help in putting some finishing touches on a wizard I'm looking to use as an NPC in an upcoming game I plan to DM. There is plenty of plot and background to the game, but I'll skip that part and get right to the meat of my request...</p><p></p><p>I'm looking to create a 9th level Wizard(6)/Fatespinner(3) (which would give her a total spellcasting level of a 7th level wizard). The "theory" behind his magic would be "reading the threads in the tapestry of fate and, when needing, bumping them over so slightly". As such, I was picturing divination spells (to read the web) and then perhaps spells involving chance effects(<em>Blur</em>) and spells that buff (a wizardly version of <em>Bless</em>). Also, I was thinking of trying to craft some spells that were somewhat random (for example, reworking <em>Bull's Strength</em> so that its bonus jumps from +4 to +5 to +2, etc.). My theory on this out take of spells is that the threads are so big and difficult to manipulate that the effects are somewhat random and unable to be controlled(after all, Fate is unable to be controlled). </p><p></p><p>I know there are many different philosophical takes on Fate, which I plan to hopefully explore during the game. If anyone wants to hit upon that topic while here, my ears are always open to new ideas and helpful advice. That said, I'd greatly appreciate any suggested spells (including a sourcebook if from a published work). Also, if anyone might be willing to suggest a way to manipulate the <em>Bull's Strength</em> so that its effects are slightly more random. I was thinking of somehow increasing the spell's casting level and rolling a d6 each round while adding a +1 per every four levels of Fatespinner. That is just an off-hand idea. If anyone else might have any suggestions, please toss them out there (this includes criticism).</p><p></p><p>Just to clarify, though the class is 3.0, we'll be using the 3.5 rules after reviewing anything that might need changing in the PrC. I generally think it can fit without a problem but if someone thinks differently, please let me know.</p><p></p><p>Thanks everyone!</p></blockquote><p></p>
[QUOTE="Iago, post: 1522970, member: 19094"] Greetings all! I've been a long time reader of the boards (especially the Story Hour) and thought I'd ask for some help in putting some finishing touches on a wizard I'm looking to use as an NPC in an upcoming game I plan to DM. There is plenty of plot and background to the game, but I'll skip that part and get right to the meat of my request... I'm looking to create a 9th level Wizard(6)/Fatespinner(3) (which would give her a total spellcasting level of a 7th level wizard). The "theory" behind his magic would be "reading the threads in the tapestry of fate and, when needing, bumping them over so slightly". As such, I was picturing divination spells (to read the web) and then perhaps spells involving chance effects([I]Blur[/I]) and spells that buff (a wizardly version of [I]Bless[/I]). Also, I was thinking of trying to craft some spells that were somewhat random (for example, reworking [I]Bull's Strength[/I] so that its bonus jumps from +4 to +5 to +2, etc.). My theory on this out take of spells is that the threads are so big and difficult to manipulate that the effects are somewhat random and unable to be controlled(after all, Fate is unable to be controlled). I know there are many different philosophical takes on Fate, which I plan to hopefully explore during the game. If anyone wants to hit upon that topic while here, my ears are always open to new ideas and helpful advice. That said, I'd greatly appreciate any suggested spells (including a sourcebook if from a published work). Also, if anyone might be willing to suggest a way to manipulate the [I]Bull's Strength[/I] so that its effects are slightly more random. I was thinking of somehow increasing the spell's casting level and rolling a d6 each round while adding a +1 per every four levels of Fatespinner. That is just an off-hand idea. If anyone else might have any suggestions, please toss them out there (this includes criticism). Just to clarify, though the class is 3.0, we'll be using the 3.5 rules after reviewing anything that might need changing in the PrC. I generally think it can fit without a problem but if someone thinks differently, please let me know. Thanks everyone! [/QUOTE]
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