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How would YOU nerf the wizard? +
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<blockquote data-quote="Baron Opal II" data-source="post: 9330755" data-attributes="member: 6794067"><p> <ul> <li data-xf-list-type="ul">Wizards receive 1 free spell per level, not two. (I have found this solves much of the problem, almost regardless of edition. The strength of wizards is their versatility. This manages their versatility without eliminating it.)</li> <li data-xf-list-type="ul">Only select atmospheric cantrips are at will (<em>eg prestidigitation, thaumaturgy</em>). Otherwise spellcasting classes can cast their proficiency in cantrips per day. Damaging cantrips do 1d4 damage, capped at 1d6 at 5th level.</li> <li data-xf-list-type="ul">Spells can not be cast wearing armor without specific training (feats). Druids are trained in light armor, clerics in medium. Multiclassing is not "training".</li> <li data-xf-list-type="ul">Wizards have membership in guilds with thematically curated lists. Most guild have fly, for example, but whether the magician is carried by winds, grows faerie wings, or is carried by byhakee is dependent on the guild. This also means that the means of preventing or cancelling the magic is different. If the byhakee is killed by the fighter the wizard falls, for example.</li> <li data-xf-list-type="ul">Curated lists are limited to 12 spells per spell level, 8 for clerical classes. Spells may be learned outside of these lists, but it requires twice the cost to research.</li> <li data-xf-list-type="ul">Cantrips and first level spells may be cast in melee without issue. Higher level spells attract an AoO.</li> <li data-xf-list-type="ul">Spells that create a barrier of force can be taken down with physical damage. <em>Tiny hut</em> has 12 hp. <em>Wall of force</em> has 120 hp and requires magic weapons to be harmed. Even so, <em>wall of force</em> ignores environmental damage. Using it to protect against a flash flood in a gully is valid.</li> <li data-xf-list-type="ul">There is no <em>force cage</em>. Force barriers must be contiguous.*</li> <li data-xf-list-type="ul">Multiclass sorcerer / wizard is not allowed. You are flexible with the spells you know, or the spells you can know. Not both.</li> <li data-xf-list-type="ul">Iron impairs magic. Shackling a wizard make spells very difficult to cast, especially without the feedback potentially cooking the caster.</li> </ul><p></p><p>* This actually caused the elimination of a "stepping stones in the air" 2nd level spell in my campaign. Some chaos cult will bring it back, I'm sure.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 9330755, member: 6794067"] [LIST] [*]Wizards receive 1 free spell per level, not two. (I have found this solves much of the problem, almost regardless of edition. The strength of wizards is their versatility. This manages their versatility without eliminating it.) [*]Only select atmospheric cantrips are at will ([I]eg prestidigitation, thaumaturgy[/I]). Otherwise spellcasting classes can cast their proficiency in cantrips per day. Damaging cantrips do 1d4 damage, capped at 1d6 at 5th level. [*]Spells can not be cast wearing armor without specific training (feats). Druids are trained in light armor, clerics in medium. Multiclassing is not "training". [*]Wizards have membership in guilds with thematically curated lists. Most guild have fly, for example, but whether the magician is carried by winds, grows faerie wings, or is carried by byhakee is dependent on the guild. This also means that the means of preventing or cancelling the magic is different. If the byhakee is killed by the fighter the wizard falls, for example. [*]Curated lists are limited to 12 spells per spell level, 8 for clerical classes. Spells may be learned outside of these lists, but it requires twice the cost to research. [*]Cantrips and first level spells may be cast in melee without issue. Higher level spells attract an AoO. [*]Spells that create a barrier of force can be taken down with physical damage. [I]Tiny hut[/I] has 12 hp. [I]Wall of force[/I] has 120 hp and requires magic weapons to be harmed. Even so, [I]wall of force[/I] ignores environmental damage. Using it to protect against a flash flood in a gully is valid. [*]There is no [I]force cage[/I]. Force barriers must be contiguous.* [*]Multiclass sorcerer / wizard is not allowed. You are flexible with the spells you know, or the spells you can know. Not both. [*]Iron impairs magic. Shackling a wizard make spells very difficult to cast, especially without the feedback potentially cooking the caster. [/LIST] * This actually caused the elimination of a "stepping stones in the air" 2nd level spell in my campaign. Some chaos cult will bring it back, I'm sure. [/QUOTE]
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