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In Defense of the Lore Wizard
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<blockquote data-quote="ro" data-source="post: 7178835" data-attributes="member: 6890747"><p>Considering that wizards generally focus on control spells rather than blasting anyway, what makes Spell Secrets OP?</p><p></p><p>- The save change is once per rest forever; in comparison, a cleric's Channel Divinity gets up to three times per rest, and can be very powerful (max lightning and thunder damage, for example).</p><p>- The damage type change only matters if you happen to have all spells of a single type that happens to be resisted, usually fire. Damage type vulnerability pretty much doesn't exist. As long as you keep one or two backup spells around that can do damage other than fire, you basically have this ability. So the Lore Wizard is saved one or two spell preparations. Is this really OP?</p><p></p><p>For Alchemical Casting, which is the most Sorcerer toe-stepping:</p><p>- The Theurgy tradition steps all over Clerics. People aren't complaining about that.</p><p>- The Arcana domain steps on Wizards. No complaints about that.</p><p>- The Bladesinger tradition, the Pact of the Blade, the Hexblade, etc., step on melee characters' toes. No complaints about that.</p><p>- With all of these features, the base classes that they step on still do it better.</p><p>-- Why then is a very limited little bit of metamagic flavor in the wizard considered so out of bounds?</p><p>- Thinking more about Alchemical Casting's mechanics, its use basically cancels out Arcane Recovery, and for an ability that was included in Channel Arcana for the Theurgy tradition. It think it would be better to straight up give Wizards one spell point per level that could be spent on these features.</p><p></p><p>Here are some ideas for replacing Alchemical Casting. What do you think?</p><p></p><p><strong>Manipulator of Magic</strong></p><p>At 6th level, you learn to augment spells in a variety of ways. You gain spell points equal to your wizard level which you can expend to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell points you expend. You may only choose one effect per spell you cast:</p><ul> <li data-xf-list-type="ul">Spend 1 spell point to increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.</li> <li data-xf-list-type="ul">Spend 2 spell points to increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.</li> <li data-xf-list-type="ul">Spend 3 spell points to increase the spell’s potency. Increase the spell’s save DC by 2.</li> </ul><p></p><p><strong>Manipulator of Magic</strong></p><p>At 6th level, you learn to augment spells in a variety of ways, mixing the raw stuff of magic into your spells to amplify them. When you cast a spell, you may choose one of the following effects. You can use each effect once per rest. Beginning at 6th level, you can use each effect twice between rests, and beginning at 18th level, you can use each effect three times between rests. When you finish a short or long rest, you regain your expended uses.</p><ul> <li data-xf-list-type="ul">Increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.</li> <li data-xf-list-type="ul">Increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.</li> <li data-xf-list-type="ul">Increase the spell’s potency. Increase the spell’s save DC by 2.</li> </ul><p></p><p><strong>Teacher of Magic</strong></p><p>At 6th level, you have become a teacher of magic. Once per 24 hours or after a long rest, you can choose one ally or friendly creature having an intelligence score of 8 or higher to learn a spell.</p><p>Choose one of your cantrips or prepared spells having a level less than or equal to your wizard level divided by four:</p><p>[table="width: 200"]</p><p>[tr] [td]<u>Wizard Level</u>[/td]</p><p> [td]<u>Maximum Spell Level</u>[/td]</p><p>[/tr][tr]</p><p> [td]6th[/td]</p><p> [td]1st[/td]</p><p>[/tr][tr]</p><p> [td]8th[/td]</p><p> [td]2nd[/td]</p><p>[/tr][tr]</p><p> [td]12th[/td]</p><p> [td]3rd[/td]</p><p>[/tr][tr]</p><p> [td]16th[/td]</p><p> [td]4th[/td]</p><p>[/tr][tr]</p><p> [td]20th[/td]</p><p> [td]5th[/td]</p><p>[/tr][/table]By spending a total of 2 hours studying with this friend and expending any material components of this spell, for the next 24 hours that friend gains the ability to cast this spell once at the maximum level.</p><p>Your friend must follow all the normal rules of the spell's casting except that material components are not required. Your friend may use his own spellcasting ability modifier or Intelligence if he doesn’t have one.</p><p></p><p></p><p><strong>Magical Fascination</strong></p><p>At 6th level, you have found yourself particularly interested in one aspect of magic. Choose a full spellcaster class (Bard, Cleric, Druid, Warlock, Sorcerer, or Wizard). You learn one cantrip and one 1st level spell from this class's spell list which you always have prepared and does not count against your prepared spells. You also gain this class's 1st, 2nd, or 3rd level feature as follows:</p><ul> <li data-xf-list-type="ul">Bard: College Feature and Proficiencies</li> <li data-xf-list-type="ul">Cleric: Channel Divinity</li> <li data-xf-list-type="ul">Druid: Wild Shape</li> <li data-xf-list-type="ul">Warlock: Pact Boon</li> <li data-xf-list-type="ul">Sorcerer: 1st Level Origin Features</li> <li data-xf-list-type="ul">Wizard: 2nd Level School Feature</li> </ul><p>You use your Intelligence modifier, Wizard levels, and Wizard spells for these features.</p></blockquote><p></p>
[QUOTE="ro, post: 7178835, member: 6890747"] Considering that wizards generally focus on control spells rather than blasting anyway, what makes Spell Secrets OP? - The save change is once per rest forever; in comparison, a cleric's Channel Divinity gets up to three times per rest, and can be very powerful (max lightning and thunder damage, for example). - The damage type change only matters if you happen to have all spells of a single type that happens to be resisted, usually fire. Damage type vulnerability pretty much doesn't exist. As long as you keep one or two backup spells around that can do damage other than fire, you basically have this ability. So the Lore Wizard is saved one or two spell preparations. Is this really OP? For Alchemical Casting, which is the most Sorcerer toe-stepping: - The Theurgy tradition steps all over Clerics. People aren't complaining about that. - The Arcana domain steps on Wizards. No complaints about that. - The Bladesinger tradition, the Pact of the Blade, the Hexblade, etc., step on melee characters' toes. No complaints about that. - With all of these features, the base classes that they step on still do it better. -- Why then is a very limited little bit of metamagic flavor in the wizard considered so out of bounds? - Thinking more about Alchemical Casting's mechanics, its use basically cancels out Arcane Recovery, and for an ability that was included in Channel Arcana for the Theurgy tradition. It think it would be better to straight up give Wizards one spell point per level that could be spent on these features. Here are some ideas for replacing Alchemical Casting. What do you think? [B]Manipulator of Magic[/B] At 6th level, you learn to augment spells in a variety of ways. You gain spell points equal to your wizard level which you can expend to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell points you expend. You may only choose one effect per spell you cast: [LIST] [*]Spend 1 spell point to increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. [*]Spend 2 spell points to increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. [*]Spend 3 spell points to increase the spell’s potency. Increase the spell’s save DC by 2. [/LIST] [B]Manipulator of Magic[/B] At 6th level, you learn to augment spells in a variety of ways, mixing the raw stuff of magic into your spells to amplify them. When you cast a spell, you may choose one of the following effects. You can use each effect once per rest. Beginning at 6th level, you can use each effect twice between rests, and beginning at 18th level, you can use each effect three times between rests. When you finish a short or long rest, you regain your expended uses. [LIST] [*]Increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. [*]Increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. [*]Increase the spell’s potency. Increase the spell’s save DC by 2. [/LIST] [B]Teacher of Magic[/B] At 6th level, you have become a teacher of magic. Once per 24 hours or after a long rest, you can choose one ally or friendly creature having an intelligence score of 8 or higher to learn a spell. Choose one of your cantrips or prepared spells having a level less than or equal to your wizard level divided by four: [table="width: 200"] [tr] [td][U]Wizard Level[/U][/td] [td][U]Maximum Spell Level[/U][/td] [/tr][tr] [td]6th[/td] [td]1st[/td] [/tr][tr] [td]8th[/td] [td]2nd[/td] [/tr][tr] [td]12th[/td] [td]3rd[/td] [/tr][tr] [td]16th[/td] [td]4th[/td] [/tr][tr] [td]20th[/td] [td]5th[/td] [/tr][/table]By spending a total of 2 hours studying with this friend and expending any material components of this spell, for the next 24 hours that friend gains the ability to cast this spell once at the maximum level. Your friend must follow all the normal rules of the spell's casting except that material components are not required. Your friend may use his own spellcasting ability modifier or Intelligence if he doesn’t have one. [B]Magical Fascination[/B] At 6th level, you have found yourself particularly interested in one aspect of magic. Choose a full spellcaster class (Bard, Cleric, Druid, Warlock, Sorcerer, or Wizard). You learn one cantrip and one 1st level spell from this class's spell list which you always have prepared and does not count against your prepared spells. You also gain this class's 1st, 2nd, or 3rd level feature as follows: [LIST] [*]Bard: College Feature and Proficiencies [*]Cleric: Channel Divinity [*]Druid: Wild Shape [*]Warlock: Pact Boon [*]Sorcerer: 1st Level Origin Features [*]Wizard: 2nd Level School Feature [/LIST]You use your Intelligence modifier, Wizard levels, and Wizard spells for these features. [/QUOTE]
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