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Lightning Bolt should be better.
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<blockquote data-quote="FrozenNorth" data-source="post: 8252744" data-attributes="member: 7020832"><p>I agree that those changes made them more fun to play. They also removed restrictions that limited their power.</p><p></p><ul> <li data-xf-list-type="ul">getting free spells meant that wizards were free to choose the best spells of each level rather than being restricted to what they could find;</li> <li data-xf-list-type="ul">changes to familiar means that wizards can dominate the exploration pillar with one spell that doesn’t cost a slot;</li> <li data-xf-list-type="ul">ritual spells also massively change the exploration pillar with sprlls that don’t cost slots;</li> <li data-xf-list-type="ul">removing prohibited schools increases their versatility at no cost;</li> <li data-xf-list-type="ul">changes to concentration and interrupting spells means that once their big spells go off, there is little monsters can do to shut them down;</li> <li data-xf-list-type="ul">elimination of Vancian casting makes it less likely that wizards will be caught out without a useful spell and means that a wizard with <em>any</em> 3rd level or higher spell slots can lay down the hurt.</li> </ul><p></p><p>As [USER=2209]@Voadam[/USER] said, what makes wizards quadratic is that as they increase in levels, not only do they get better at what they are already doing... they can also do more things.</p><p></p><p>Past 10th level, what does a fighter get? Well, the ability to reroll a save once per long rest increases to twice, then 3 times per long rest, they get a second use of action surge, their extra attack goes to 3 then 4 attacks per round, and they get two features from their subclass.</p><p></p><p>What about wizards? 6th, 7th, 8th and 9th level spells allow them to create clones, create a magnificent mansion, teleport, etc. Not to mention spell mastery snd signature spells. Note that a 20th level wizard casting Toll the Dead is already dealing 4d12 damage without using slots.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8252744, member: 7020832"] I agree that those changes made them more fun to play. They also removed restrictions that limited their power. [LIST] [*]getting free spells meant that wizards were free to choose the best spells of each level rather than being restricted to what they could find; [*]changes to familiar means that wizards can dominate the exploration pillar with one spell that doesn’t cost a slot; [*]ritual spells also massively change the exploration pillar with sprlls that don’t cost slots; [*]removing prohibited schools increases their versatility at no cost; [*]changes to concentration and interrupting spells means that once their big spells go off, there is little monsters can do to shut them down; [*]elimination of Vancian casting makes it less likely that wizards will be caught out without a useful spell and means that a wizard with [I]any[/I] 3rd level or higher spell slots can lay down the hurt. [/LIST] As [USER=2209]@Voadam[/USER] said, what makes wizards quadratic is that as they increase in levels, not only do they get better at what they are already doing... they can also do more things. Past 10th level, what does a fighter get? Well, the ability to reroll a save once per long rest increases to twice, then 3 times per long rest, they get a second use of action surge, their extra attack goes to 3 then 4 attacks per round, and they get two features from their subclass. What about wizards? 6th, 7th, 8th and 9th level spells allow them to create clones, create a magnificent mansion, teleport, etc. Not to mention spell mastery snd signature spells. Note that a 20th level wizard casting Toll the Dead is already dealing 4d12 damage without using slots. [/QUOTE]
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