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Killing a Wizard is Easy... if you know how.
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<blockquote data-quote="Empath Negative" data-source="post: 5872065" data-attributes="member: 6690794"><p>Endlessly we debate about how overpowered spellcasters are vs. melee.</p><p></p><p></p><p>Chop off the top two levels of spells (8th and 9th) for Wizards, Sorcs, Clerics and Druids 5th and 6th for Bards, 3rd and 4th for Pallies.</p><p></p><p>Clerics and Druids would still be exceptionally powerful, however. </p><p></p><p></p><p>To combat this for Clerics each Cleric would gain an additional turn undead attempt per level (in addition to the turn undead attempts they get already) but Clerics would have to sacrifice a turn undead attempt for every spell he wished to cast outside of his domains, save for cure or inflict spells.</p><p></p><p>For example, a Cleric with the Animal and Plant domain that wished to cast a prepared "Divine Might" would also have to sacrifice a turn undead attempt to do so.</p><p></p><p></p><p>For druids, change the Natural Spell feat to require the consumption of a Wild Shape use whenever they cast a spell while wild shaped.</p><p></p><p></p><p></p><p>Casters using the Wizards spell progression would not increase in spell level (but would increase caster level) at 5th, 10th, 15th, and 20th lvl (i.e. when they get a bonus feat).</p><p></p><p>Casters using the Sorcs spell progression would not increase in spell level (but would increase caster level) at 5th, 10th, and 15th.</p><p></p><p>Casters using the bardic spell progression would not increase in spell level (but would increase caster level) at 5th, 6th, 10th, 11th, 15th, 16th, and 19th, 20th.</p><p></p><p></p><p>I would leave Pally, Ranger, and Hexblade spellcasting as is.</p><p></p><p></p><p></p><p>Again, it would make the game more difficult... but it would also keep the game more balanced and arguably more fun for everyone involved.</p></blockquote><p></p>
[QUOTE="Empath Negative, post: 5872065, member: 6690794"] Endlessly we debate about how overpowered spellcasters are vs. melee. Chop off the top two levels of spells (8th and 9th) for Wizards, Sorcs, Clerics and Druids 5th and 6th for Bards, 3rd and 4th for Pallies. Clerics and Druids would still be exceptionally powerful, however. To combat this for Clerics each Cleric would gain an additional turn undead attempt per level (in addition to the turn undead attempts they get already) but Clerics would have to sacrifice a turn undead attempt for every spell he wished to cast outside of his domains, save for cure or inflict spells. For example, a Cleric with the Animal and Plant domain that wished to cast a prepared "Divine Might" would also have to sacrifice a turn undead attempt to do so. For druids, change the Natural Spell feat to require the consumption of a Wild Shape use whenever they cast a spell while wild shaped. Casters using the Wizards spell progression would not increase in spell level (but would increase caster level) at 5th, 10th, 15th, and 20th lvl (i.e. when they get a bonus feat). Casters using the Sorcs spell progression would not increase in spell level (but would increase caster level) at 5th, 10th, and 15th. Casters using the bardic spell progression would not increase in spell level (but would increase caster level) at 5th, 6th, 10th, 11th, 15th, 16th, and 19th, 20th. I would leave Pally, Ranger, and Hexblade spellcasting as is. Again, it would make the game more difficult... but it would also keep the game more balanced and arguably more fun for everyone involved. [/QUOTE]
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Killing a Wizard is Easy... if you know how.
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