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<blockquote data-quote="Jonkymm" data-source="post: 3916799" data-attributes="member: 57715"><p>Wizard</p><p>We know the wizard. Their focus is not more an evoker than anything else. They blast enemies while remaining in the back.</p><p>Spells are divided among at will (lesser power than a fighter’s melee attack), per encounter, per day (the really powerful stuffs, these are the most powerful abilities in the game) and rituals. Rituals cover magic item creation, and non-combat spell (divinations are prime examples).</p><p>Schools are dead, long live the implements: the orb, the staff and the wand (with others, such as the dagger, possible in later supplement). Staffs are for rays and cones, wands for long distance control, while orb stands for blasts, terrain control, and retributive and perception based effects.</p><p>Divinations, long range teleport, restorative effects (the cleric’s remove disease for example) are rituals.</p><p>Evocation and illusion is there and now they are the focus of wizardry.</p><p>Necromancy was nerfed mostly by removing save or die effects.</p><p>Transmutation was a haphazard pile of powers (according to them), and some part remains, other do not.</p><p>Echantment is nerfed to be saved for other classes (others they state that it will be the psi).</p><p>Wizards spell failure due to armor is gone (hurray!). Picking the right feats wizards can go around in heavy armor.</p><p>Feats don’t have class as a prerequisite. Race, level or skill training might be needed, but no class. You can steer your character wherever you want.</p><p>There are class training feats (Fighter training, Wizard training, Warlock training, etc.) that gives some power of that class to someone not in that class.</p><p></p><p>Power progression</p><p>There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level. They are very much like prestige classes and battle captain, mystic theurge, weapon master, prince of knaves and cavalier are mentioned.</p><p>Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.</p><p>Epic level game is much about slaying gods and clearing the Nine Hell (I made the last up). In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters. I cannot say that I like it.</p></blockquote><p></p>
[QUOTE="Jonkymm, post: 3916799, member: 57715"] Wizard We know the wizard. Their focus is not more an evoker than anything else. They blast enemies while remaining in the back. Spells are divided among at will (lesser power than a fighter’s melee attack), per encounter, per day (the really powerful stuffs, these are the most powerful abilities in the game) and rituals. Rituals cover magic item creation, and non-combat spell (divinations are prime examples). Schools are dead, long live the implements: the orb, the staff and the wand (with others, such as the dagger, possible in later supplement). Staffs are for rays and cones, wands for long distance control, while orb stands for blasts, terrain control, and retributive and perception based effects. Divinations, long range teleport, restorative effects (the cleric’s remove disease for example) are rituals. Evocation and illusion is there and now they are the focus of wizardry. Necromancy was nerfed mostly by removing save or die effects. Transmutation was a haphazard pile of powers (according to them), and some part remains, other do not. Echantment is nerfed to be saved for other classes (others they state that it will be the psi). Wizards spell failure due to armor is gone (hurray!). Picking the right feats wizards can go around in heavy armor. Feats don’t have class as a prerequisite. Race, level or skill training might be needed, but no class. You can steer your character wherever you want. There are class training feats (Fighter training, Wizard training, Warlock training, etc.) that gives some power of that class to someone not in that class. Power progression There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level. They are very much like prestige classes and battle captain, mystic theurge, weapon master, prince of knaves and cavalier are mentioned. Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example. Epic level game is much about slaying gods and clearing the Nine Hell (I made the last up). In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters. I cannot say that I like it. [/QUOTE]
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