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New Class - Spell Weaver
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<blockquote data-quote="Mirage_Patrick" data-source="post: 2701424" data-attributes="member: 12641"><p>1st off. Thanks for the response <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>ok, lets take a look</p><p></p><p></p><p></p><p></p><p>The balance question we will answer point to point later, not sure though if I see what you mean about the lack of identity. What do you think is missing?</p><p></p><p></p><p></p><p></p><p>Why stay in. Well. to cat higher level spells, to cast more spell levels. They are definitely weaker than the wizard/sorcerer in damage dealing though, definitely agree with that. However, with multiple combats a day they are more likely to be useful in the later ones though. I see their nich in combat as being primarily the anti-spellcasters through their unweaving, and casting the occasional strategic spell (or numerous low level). This is definitely not the artilary mage (well..scratch that...they are great arltilary for a siege, just not in standard dungeon crawl)</p><p></p><p>I am not following what you are asking about the item creation</p><p></p><p></p><p></p><p>yeah, my world has no clerics, and a different spellcasting class that can do both arcane and divine.</p><p></p><p></p><p></p><p></p><p>hmm. Perhaps I need to decrease the base auto-dispel, and increase the bonus they get by actually using fatigue/time. In any case, this is definitely one area they excel in comparison to the wizard/sorcerer in combat <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p>this was put in so that the few spells they cast would actually be effective</p><p></p><p></p><p></p><p></p><p>again, thanks for the comments</p><p></p><p>lets see. Combat effectiveness is definitely in the countering of enemy spellcasters, with their own casting having to be more strategic. Their niche is definitely in support, and they rock on out of combat spell casting</p><p></p><p>Front loading - I can sorta see this. I assume you are refrering to the basically unlimited cantrips and access to 1st level spells. The only other thing they get at 1st is the unweaving which is level dependent and the perma-detect magic. Hmmm...</p><p></p><p>well. Could take the perma-detect magic and kick it back a couple levels (6th?), maybe even amplify it, so perma-arcane sight at 12th, and perma-greater arcane sight at 18th. This would give some more reason to stay with the class and a little less front-loading. Although would probably make them "at-will" (free action) instead of perma, or the arcane sight would be a pain for me as a DM if a player takes it.</p><p></p><p>The unweaving...do you see this as a problem? This is their big assistance in battle. This ability is basically worthless if you just 1 or 2 level dip. I could see the base ability being dropped to 1/2 level or 2/3rd level. Then maybe increase the benefit for actually using effort to 3 or 4 per spell level equivalent of effort</p><p></p><p>thoughts?</p></blockquote><p></p>
[QUOTE="Mirage_Patrick, post: 2701424, member: 12641"] 1st off. Thanks for the response :) ok, lets take a look The balance question we will answer point to point later, not sure though if I see what you mean about the lack of identity. What do you think is missing? Why stay in. Well. to cat higher level spells, to cast more spell levels. They are definitely weaker than the wizard/sorcerer in damage dealing though, definitely agree with that. However, with multiple combats a day they are more likely to be useful in the later ones though. I see their nich in combat as being primarily the anti-spellcasters through their unweaving, and casting the occasional strategic spell (or numerous low level). This is definitely not the artilary mage (well..scratch that...they are great arltilary for a siege, just not in standard dungeon crawl) I am not following what you are asking about the item creation yeah, my world has no clerics, and a different spellcasting class that can do both arcane and divine. hmm. Perhaps I need to decrease the base auto-dispel, and increase the bonus they get by actually using fatigue/time. In any case, this is definitely one area they excel in comparison to the wizard/sorcerer in combat :-) this was put in so that the few spells they cast would actually be effective again, thanks for the comments lets see. Combat effectiveness is definitely in the countering of enemy spellcasters, with their own casting having to be more strategic. Their niche is definitely in support, and they rock on out of combat spell casting Front loading - I can sorta see this. I assume you are refrering to the basically unlimited cantrips and access to 1st level spells. The only other thing they get at 1st is the unweaving which is level dependent and the perma-detect magic. Hmmm... well. Could take the perma-detect magic and kick it back a couple levels (6th?), maybe even amplify it, so perma-arcane sight at 12th, and perma-greater arcane sight at 18th. This would give some more reason to stay with the class and a little less front-loading. Although would probably make them "at-will" (free action) instead of perma, or the arcane sight would be a pain for me as a DM if a player takes it. The unweaving...do you see this as a problem? This is their big assistance in battle. This ability is basically worthless if you just 1 or 2 level dip. I could see the base ability being dropped to 1/2 level or 2/3rd level. Then maybe increase the benefit for actually using effort to 3 or 4 per spell level equivalent of effort thoughts? [/QUOTE]
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