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Memorize Spell is one of the most obnoxious abilities I've ever seen, despite being perfectly on-theme (Packet 7)
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<blockquote data-quote="Ruin Explorer" data-source="post: 9122864" data-attributes="member: 18"><p>I mean, most the utility spells I've mentioned do. It's not just skill-based characters either - they tend to do the same to like druids, people with animals that can do stuff, people with non-skill-based special abilities, even other spellcasters who have lesser utility abilities (and still have to prep them, whilst the Wizard can just the forehead L at them)!</p><p></p><p>I mean just look at level 2 Wizard spells as someone else pointed out:</p><ul> <li data-xf-list-type="ul">Knock/Arcane Lock - Less bad because the boom is a problem</li> <li data-xf-list-type="ul">Alter Self - Totally invalidates all disguise-related skills and tool proficiencies, which is pretty wild for a single level 2 spell</li> <li data-xf-list-type="ul">Borrowed Knowledge - Literally choose any skill, you now have it - unlikely to invalidate a skill-based character who has the same because they likely have the stat too, but worth mentioning</li> <li data-xf-list-type="ul">Detect Thoughts - Like Insight but a thousand times more powerful even on surface scan mode - going deeper does have drawback, at least, but still very strong, especially with a smart player and a realistic DM</li> <li data-xf-list-type="ul">Enlarge/Reduce - Incredible utility spell - doesn't typically replace skills directly but does become the crux of plans pretty easily</li> <li data-xf-list-type="ul">Invisibility - Stealth, in many cases, particularly out of combat. Let's not get into the full Invisibility debate but it's undeniable that this is an issue. Often cast on PCs who have good Stealth, to be fair.</li> <li data-xf-list-type="ul">Levitate - Climbing skills, typically, again can easily allows the PCs in general to skip over something challenging by levitating a heavy object.</li> <li data-xf-list-type="ul">Locate object - Rarely replaces specific singular skills, often replaces entire plans - absolutely huge potential and I've seen it used well</li> <li data-xf-list-type="ul">Misty Step - Can replace entire plans, climbing, athletics, acrobatics, lockpicking, strength checks and so on. Mitigated by it and relatives being increasingly common so it's probably not only the Wizard.</li> <li data-xf-list-type="ul">Phantasmal Force - I mean, where to start lol.</li> <li data-xf-list-type="ul">Rope trick - Again can form entire plans around it, can make climbing trivial and so on by giving you a perfectly anchored rope etc.</li> <li data-xf-list-type="ul">Spider Climb - I hopefully don't have to explain this one, which invalidates entire character builds trivially.</li> </ul><p>That's just level 2 spells.</p><p></p><p>Now, I'm not saying all of them are criminal or need to be changed or whatever, but I am pointing out that Wizards have access to completely insane utility, much of which obviates other character abilities (particularly by not needing rolls), so giving them even better access to that is really ridiculous. Right now, a level 12 Wizard can prepare 17 spells. So if they wanted all that 2nd level utility, they'd need to prepare most/all of those spells 12 spells - that's be the majority of their spellbook.</p><p></p><p>Huge opportunity cost and it's why Wizards don't do it.</p><p></p><p>Memorize Spell completely removes the opportunity cost because you can just not memorize them and drag them out as needed. If you really need one in combat, sure, you need to prepare it - but you usually don't, for any of these spells except Misty Step.</p><p></p><p>Do I need to extend to level 1 and 3 and 4 and so on? We're talking dozens of spells. Sure most Wizards won't have most of them, but even having some proportion means they've effectively dodged that designed-in opportunity cost entirely and have huge bonus utility.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9122864, member: 18"] I mean, most the utility spells I've mentioned do. It's not just skill-based characters either - they tend to do the same to like druids, people with animals that can do stuff, people with non-skill-based special abilities, even other spellcasters who have lesser utility abilities (and still have to prep them, whilst the Wizard can just the forehead L at them)! I mean just look at level 2 Wizard spells as someone else pointed out: [LIST] [*]Knock/Arcane Lock - Less bad because the boom is a problem [*]Alter Self - Totally invalidates all disguise-related skills and tool proficiencies, which is pretty wild for a single level 2 spell [*]Borrowed Knowledge - Literally choose any skill, you now have it - unlikely to invalidate a skill-based character who has the same because they likely have the stat too, but worth mentioning [*]Detect Thoughts - Like Insight but a thousand times more powerful even on surface scan mode - going deeper does have drawback, at least, but still very strong, especially with a smart player and a realistic DM [*]Enlarge/Reduce - Incredible utility spell - doesn't typically replace skills directly but does become the crux of plans pretty easily [*]Invisibility - Stealth, in many cases, particularly out of combat. Let's not get into the full Invisibility debate but it's undeniable that this is an issue. Often cast on PCs who have good Stealth, to be fair. [*]Levitate - Climbing skills, typically, again can easily allows the PCs in general to skip over something challenging by levitating a heavy object. [*]Locate object - Rarely replaces specific singular skills, often replaces entire plans - absolutely huge potential and I've seen it used well [*]Misty Step - Can replace entire plans, climbing, athletics, acrobatics, lockpicking, strength checks and so on. Mitigated by it and relatives being increasingly common so it's probably not only the Wizard. [*]Phantasmal Force - I mean, where to start lol. [*]Rope trick - Again can form entire plans around it, can make climbing trivial and so on by giving you a perfectly anchored rope etc. [*]Spider Climb - I hopefully don't have to explain this one, which invalidates entire character builds trivially. [/LIST] That's just level 2 spells. Now, I'm not saying all of them are criminal or need to be changed or whatever, but I am pointing out that Wizards have access to completely insane utility, much of which obviates other character abilities (particularly by not needing rolls), so giving them even better access to that is really ridiculous. Right now, a level 12 Wizard can prepare 17 spells. So if they wanted all that 2nd level utility, they'd need to prepare most/all of those spells 12 spells - that's be the majority of their spellbook. Huge opportunity cost and it's why Wizards don't do it. Memorize Spell completely removes the opportunity cost because you can just not memorize them and drag them out as needed. If you really need one in combat, sure, you need to prepare it - but you usually don't, for any of these spells except Misty Step. Do I need to extend to level 1 and 3 and 4 and so on? We're talking dozens of spells. Sure most Wizards won't have most of them, but even having some proportion means they've effectively dodged that designed-in opportunity cost entirely and have huge bonus utility. [/QUOTE]
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Memorize Spell is one of the most obnoxious abilities I've ever seen, despite being perfectly on-theme (Packet 7)
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