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Magic user back?!
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<blockquote data-quote="I'm A Banana" data-source="post: 6034546" data-attributes="member: 2067"><p>I can see a scenario where a wizard memorizes spells regardless of the magic mechanic employed for the campaign. </p><p></p><p>If we consider spellbooks and memorization class features of the wizard, the following becomes true of all wizards, regardless of magic mechanic: They know a LOT of spells, and can choose, at the start of the day, to prepare certain spells for their use.</p><p></p><p>If the game uses Spell Slots, a wizard fills their slots.</p><p></p><p>If the game uses Power Points, a wizard chooses what they will spend Power Points on, and how many points they'll spend on which spells.</p><p></p><p>If the game uses Recharge Magic or At-Will Magic, a wizard chooses which spells to memorize at the beginning of the day, and simply gains them back at a faster rate (and the next day, they can swap out their recharge magic).</p><p></p><p>This helps differentiate them from a sorcerer, for instance. Sorcerers don't have spellbooks, they simply know the spells they know. Sorcerers don't have to prepare these spells in advance, however, they can choose to cast them at any point.</p><p></p><p>So if the game uses spell slots, sorcerers spontaneously spend their slots on anything they know.</p><p></p><p>If the game uses Power Points, sorcerers spontaneously spend their points on anything they know.</p><p></p><p>If the game uses Recharge Magic or At-Will magic, sorcerers simply can spam their spells more frequently (but they can't swap their spell list out). </p><p></p><p>Warlocks and clerics could be different, too (perhaps even more like a sorcerer), but regardless of each class's slight differences, the magical mechanics remain the same underneath.</p><p></p><p>And I imagine that for those of us who like multiple magical mechanics, we can probably use them all at once, too.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6034546, member: 2067"] I can see a scenario where a wizard memorizes spells regardless of the magic mechanic employed for the campaign. If we consider spellbooks and memorization class features of the wizard, the following becomes true of all wizards, regardless of magic mechanic: They know a LOT of spells, and can choose, at the start of the day, to prepare certain spells for their use. If the game uses Spell Slots, a wizard fills their slots. If the game uses Power Points, a wizard chooses what they will spend Power Points on, and how many points they'll spend on which spells. If the game uses Recharge Magic or At-Will Magic, a wizard chooses which spells to memorize at the beginning of the day, and simply gains them back at a faster rate (and the next day, they can swap out their recharge magic). This helps differentiate them from a sorcerer, for instance. Sorcerers don't have spellbooks, they simply know the spells they know. Sorcerers don't have to prepare these spells in advance, however, they can choose to cast them at any point. So if the game uses spell slots, sorcerers spontaneously spend their slots on anything they know. If the game uses Power Points, sorcerers spontaneously spend their points on anything they know. If the game uses Recharge Magic or At-Will magic, sorcerers simply can spam their spells more frequently (but they can't swap their spell list out). Warlocks and clerics could be different, too (perhaps even more like a sorcerer), but regardless of each class's slight differences, the magical mechanics remain the same underneath. And I imagine that for those of us who like multiple magical mechanics, we can probably use them all at once, too. [/QUOTE]
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