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In Defense of the Lore Wizard
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<blockquote data-quote="raleel" data-source="post: 7032204" data-attributes="member: 21664"><p>My own comments</p><p>Lore Master - it's fine. I think it makes sense.</p><p></p><p>Spell Secrets - I'd drop out force and radiant, more for RP reasons than OP reasons. I think explicitly linking it to Lore Master would be smart. "As a bonus action, you can do an X roll to determine resistances and vulnerabilities, then change a spell damage type" sort of thing.</p><p>The change the save is fine.</p><p></p><p>Alchemical casting - horrible name.</p><p>the level 1 ability should be altered to be</p><ul> <li data-xf-list-type="ul">2d10 for a single target spell, save for half</li> <li data-xf-list-type="ul">2d6 for AOE/multitarget</li> <li data-xf-list-type="ul">half that for no save spells</li> <li data-xf-list-type="ul">shift the die up one for save for no damage.</li> <li data-xf-list-type="ul">damage is type of the spell, not force (but this can be changed by level 2)</li> </ul><p></p><p>this maps exactly to the DMG new spell damage guidance. This makes the magic missile example essentially the same as casting another magic missile, but without the action. fireball gets another 2d6. Chromatic orb gets another 2d12. yes, this is more complicated, but honestly, it makes sense.</p><p></p><p>rest of it is just fine.</p></blockquote><p></p>
[QUOTE="raleel, post: 7032204, member: 21664"] My own comments Lore Master - it's fine. I think it makes sense. Spell Secrets - I'd drop out force and radiant, more for RP reasons than OP reasons. I think explicitly linking it to Lore Master would be smart. "As a bonus action, you can do an X roll to determine resistances and vulnerabilities, then change a spell damage type" sort of thing. The change the save is fine. Alchemical casting - horrible name. the level 1 ability should be altered to be [LIST] [*]2d10 for a single target spell, save for half [*]2d6 for AOE/multitarget [*]half that for no save spells [*]shift the die up one for save for no damage. [*]damage is type of the spell, not force (but this can be changed by level 2) [/LIST] this maps exactly to the DMG new spell damage guidance. This makes the magic missile example essentially the same as casting another magic missile, but without the action. fireball gets another 2d6. Chromatic orb gets another 2d12. yes, this is more complicated, but honestly, it makes sense. rest of it is just fine. [/QUOTE]
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