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General Tabletop Discussion
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How should the Swordmage be implemented in 1DnD?
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<blockquote data-quote="Yaarel" data-source="post: 9263797" data-attributes="member: 58172"><p>At level 17, the Swordmage can pick any slot 9 spell. For example.</p><p></p><p>• Meteor Swarm (but max 30 ft radius with Swordmage as point of origin)</p><p>• Prismatic Wall (but upto 15 radius sphere, ie 30 diameter sphere, or upto 30x30 wall 30 feet away)</p><p>• Foresight</p><p></p><p>• Invulnerability</p><p>• True Polymorph (but "melee range", ie touch or reachable by weapon)</p><p>• Shapechange</p><p></p><p>• Power Word Heal</p><p>• Mass Heal (but max 30 ft radius)</p><p></p><p>There is only one slot 9 per long rest, so whichever spell the player picks is fine, as long as the spells themselves are balanced.</p><p></p><p></p><p><em>Astral Projection</em> is fine, except any spell that requires a "1 hour" casting time should be a "ritual" − and not a "spell".</p><p></p><p>Rituals need to disconnect from spells and become a separate design space. Rituals can require anything (level prereq, use of a bonus action, quiet meditation for 8 hours, astronomical timing, special rare ingredient, costly item, strange behavior, or even have no requirement, whatever makes sense for the thematic and power of the ritual). Ideally each ritual lists a specific skill check to determine its success or failure, or crit or fumble! Any class including a Fighter can attempt to perform a ritual, by means of the skill check. Astral Projection is an example of a magical effect that makes more sense as a ritual. A caster has the option of using a spell slot instead of a skill check in order to guarantee success. But most casters will save their slots for combat, and risk skill checks for rituals anyway. Rituals are the kind of magic that happen in reallife fairy tales and in contemporary popculture magic.</p><p></p><p><em>Wish</em> should be a feat, including for the Wizard.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9263797, member: 58172"] At level 17, the Swordmage can pick any slot 9 spell. For example. • Meteor Swarm (but max 30 ft radius with Swordmage as point of origin) • Prismatic Wall (but upto 15 radius sphere, ie 30 diameter sphere, or upto 30x30 wall 30 feet away) • Foresight • Invulnerability • True Polymorph (but "melee range", ie touch or reachable by weapon) • Shapechange • Power Word Heal • Mass Heal (but max 30 ft radius) There is only one slot 9 per long rest, so whichever spell the player picks is fine, as long as the spells themselves are balanced. [I]Astral Projection[/I] is fine, except any spell that requires a "1 hour" casting time should be a "ritual" − and not a "spell". Rituals need to disconnect from spells and become a separate design space. Rituals can require anything (level prereq, use of a bonus action, quiet meditation for 8 hours, astronomical timing, special rare ingredient, costly item, strange behavior, or even have no requirement, whatever makes sense for the thematic and power of the ritual). Ideally each ritual lists a specific skill check to determine its success or failure, or crit or fumble! Any class including a Fighter can attempt to perform a ritual, by means of the skill check. Astral Projection is an example of a magical effect that makes more sense as a ritual. A caster has the option of using a spell slot instead of a skill check in order to guarantee success. But most casters will save their slots for combat, and risk skill checks for rituals anyway. Rituals are the kind of magic that happen in reallife fairy tales and in contemporary popculture magic. [I]Wish[/I] should be a feat, including for the Wizard. [/QUOTE]
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How should the Swordmage be implemented in 1DnD?
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