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General Tabletop Discussion
*Dungeons & Dragons
Homebrew where anyone can be a wizard?
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<blockquote data-quote="harpy" data-source="post: 5400449" data-attributes="member: 85243"><p>This is a campaign twist that I've been toying with for awhile, but haven't gone very deep into the crunch. So I guess it makes sense to see if someone else has done something similar.</p><p></p><p>The basic idea is to remove the wizard class from the game and instead allow any character that qualifies to be able to cast arcane spells as a wizard.</p><p></p><p>Magic is just a kind of tool use. It's information and if you put in the time to study it then you can then just use that information.</p><p></p><p>You'd still need to be smart enough to grasp the information, so the Intelligence qualifications for spells would still be in effect, so if you wanted to be able to cast 3rd level spells, then you'd need to have at least a 13 Int.</p><p></p><p>You'd need a spellbook to prepare the spells. While I dislike Vancian magic, I don't want to modify things too greatly, just to make the campaign run smoother.</p><p></p><p>In order to cast spells you need to spend feats. A feat for each spell level is required. Unlike a wizard, you wouldn't get the full compliment of spells per day for a wizard. The idea here is that if everyone can cast spells then the group as a whole would have more spells spread out over the party as a whole. So the number of spells per day would be cut back quite a bit.</p><p></p><p>Casting in armor would need some overhaul. The idea here is to make it so that everyone can do it, if they are smart enough, so the old legacy issue of balancing out the tank versus the blaster doesn't need to be followed so closely. At the very least the arcane armor training feats would have their prerequisites removed.</p><p></p><p>The overall goal is that magic is just an inherent property of the world to be manipulated. Just as anyone can pick up a sword and swing it around, likewise anyone who can read and process information can cast spells.</p><p></p><p>Has anyone tried anything like this?</p></blockquote><p></p>
[QUOTE="harpy, post: 5400449, member: 85243"] This is a campaign twist that I've been toying with for awhile, but haven't gone very deep into the crunch. So I guess it makes sense to see if someone else has done something similar. The basic idea is to remove the wizard class from the game and instead allow any character that qualifies to be able to cast arcane spells as a wizard. Magic is just a kind of tool use. It's information and if you put in the time to study it then you can then just use that information. You'd still need to be smart enough to grasp the information, so the Intelligence qualifications for spells would still be in effect, so if you wanted to be able to cast 3rd level spells, then you'd need to have at least a 13 Int. You'd need a spellbook to prepare the spells. While I dislike Vancian magic, I don't want to modify things too greatly, just to make the campaign run smoother. In order to cast spells you need to spend feats. A feat for each spell level is required. Unlike a wizard, you wouldn't get the full compliment of spells per day for a wizard. The idea here is that if everyone can cast spells then the group as a whole would have more spells spread out over the party as a whole. So the number of spells per day would be cut back quite a bit. Casting in armor would need some overhaul. The idea here is to make it so that everyone can do it, if they are smart enough, so the old legacy issue of balancing out the tank versus the blaster doesn't need to be followed so closely. At the very least the arcane armor training feats would have their prerequisites removed. The overall goal is that magic is just an inherent property of the world to be manipulated. Just as anyone can pick up a sword and swing it around, likewise anyone who can read and process information can cast spells. Has anyone tried anything like this? [/QUOTE]
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