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General Tabletop Discussion
*TTRPGs General
OGL Reflavoring the Wizard - Sacrificing Power for (Much) Higher Versatility
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<blockquote data-quote="Kerrick" data-source="post: 5119607" data-attributes="member: 4722"><p>When I revised the sorcerer, I gave them access to all spells. They're still limited in spells known/per day, but they can swap out known spells much more often. Thus, I don't think this would be overpowering for the wizard, especially since they're limited to L6 spells. (Aside: The real reason a wizard is overpowered is because of his spells. If you nerf those, you'll nerf his power.)</p><p></p><p>Do they cast spells by scribing runes (either in the air, on the target object, or on the target itself)? That would be kind of cool. Make such spells harder to ID (say, +5 to the DC), take longer to cast (full-round action for most), but they bypass SR more easily and are harder to dispel because of the intricate workings and the extra power infused into the rune. They wouldn't need material components, because the extra power for the spell comes from the rune itself. Higher-level spells, or those with expensive material components, could require some amount of gem dust, powdered metal, or whatever also; the wizard tosses it into the air and scribes a rune in the dust.</p><p></p><p>Metamagic... I see metamagic for a rune wizard as little more than adding few stroke to the rune, or combining a couple runes. I'd say let them stack metamagic without increasing the level, but each one adds one round of casting (scribing) time. Give them a high-level class ability that lets them scribe more quickly (they can scribe at twice the speed). They cannot EVER cast a stilled spell, however - they must have at least one hand free to scribe the runes. This is a rather large balancing factor, IMO - if a rune wizard starts casting, you know it.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5119607, member: 4722"] When I revised the sorcerer, I gave them access to all spells. They're still limited in spells known/per day, but they can swap out known spells much more often. Thus, I don't think this would be overpowering for the wizard, especially since they're limited to L6 spells. (Aside: The real reason a wizard is overpowered is because of his spells. If you nerf those, you'll nerf his power.) Do they cast spells by scribing runes (either in the air, on the target object, or on the target itself)? That would be kind of cool. Make such spells harder to ID (say, +5 to the DC), take longer to cast (full-round action for most), but they bypass SR more easily and are harder to dispel because of the intricate workings and the extra power infused into the rune. They wouldn't need material components, because the extra power for the spell comes from the rune itself. Higher-level spells, or those with expensive material components, could require some amount of gem dust, powdered metal, or whatever also; the wizard tosses it into the air and scribes a rune in the dust. Metamagic... I see metamagic for a rune wizard as little more than adding few stroke to the rune, or combining a couple runes. I'd say let them stack metamagic without increasing the level, but each one adds one round of casting (scribing) time. Give them a high-level class ability that lets them scribe more quickly (they can scribe at twice the speed). They cannot EVER cast a stilled spell, however - they must have at least one hand free to scribe the runes. This is a rather large balancing factor, IMO - if a rune wizard starts casting, you know it. [/QUOTE]
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OGL Reflavoring the Wizard - Sacrificing Power for (Much) Higher Versatility
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