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Quintessential Wizard: Balancing
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<blockquote data-quote="Siberys" data-source="post: 4614007" data-attributes="member: 30619"><p>More PPs</p><p></p><p>Keeper of the Dweomer</p><p></p><p>Military Implement: Add "You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement."</p><p>Vigorous action: Applies only to NEXT attack roll. Lower to 1/2 Intelligence modifier.</p><p></p><p>Mystic Sage</p><p></p><p>Wise Action: Add "You may not add this bonus to an attack roll."</p><p></p><p>Occult Seeker</p><p></p><p>Ingenious Weapon: Reduce the penalty to -1. The penalty does not stack with itself.</p><p>Ingenious Armor: The armor applies this resistance to you.</p><p></p><p>Pyromancer</p><p></p><p>Fiery Catharsis: Replace ongoing damage with weakened</p><p></p><p>Feats</p><p></p><p>Metamagic: Worth multiple HSs. Only usable 1/day. Always minor action. Remove the wizard requirement, and all metamagic feats require the feat Metamagic Caster. In general, this was a good idea, but it was poorly implemented and way too cheap.</p><p></p><p><strong>Metamagic Caster</strong></p><p><em>Tier:</em> Heroic</p><p><em>Prerequisites:</em> Int 15</p><p><em>Benefit:</em> You may use metamagic feats on your arcane, divine, or shadow powers. In addition, you can tell when another is using metamagic feats, and gain a +5 feat bonus to Arcana checks used to determine which metamagic feat they are using.</p><p></p><p>Blasting Spell: 2 HS</p><p>Conducting Staff: Limit to basic attacks. The additional power must be an encounter attack power. Resolve that power normally.</p><p>Deceiving Spell: 2 HS</p><p>Eladrin Lore: Change to damage bonus</p><p>Enlarged Spell: 2 HS</p><p>Extended Spell: 3 HS</p><p>Far Spell: 2 HS</p><p>NO ILLUSORY CHARM! I really dislike this feat.</p><p>Linked Item: Change to damage bonus</p><p>Orb of Persistence: The effect lasts instead to the beginning of your next turn.</p><p>Recover Implement: Disallow, or else 3 HS.</p><p></p><p>Access Power: Disallow. Level 11, use a level 1 daily as an encounter? Not if we're talking sleep, buddy.</p><p>Arcane Orb Master: One round. No more.</p><p>Contingent Spell: 3 HS</p><p>Empowered Spell: Increase the damage by 1/4 the number of dice rolled. 3 HS</p><p>Metamagic Leftover: 1 HS</p><p>Mixed Energy: Rename Admixed Spell ('cause it sounds cooler <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). 2 HS. Replace the text with the following; The damage type of the next spell you cast this turn is your choice of one damage type in addition to its normal damage type.</p><p>Redundant Power: Replace the last sentence with the following; From now on, you can prepare that spell up to two times.</p><p>Still Spell: 3 HS</p><p></p><p>Epic Preparation: Disallow. That way lies madness.</p><p>Greater Redundant Power: Replace the last sentence with the following; From now on, you can prepare that spell up to three times.</p><p>Improved Residuum: 1/3, not 1/2.</p><p>Maximized Spell: Disallow, or else 5 HS. Way too good for just 1...</p><p>Persistent Spell: 3 HS</p><p>Quick Spell: Disallow, or else 3 HS. Why not say Move Action? With this costing a minor action in the first place, even by RAW, you'd be spending a move to use the power anyway...</p><p>Specific Spell: Disallow.</p><p>Third Implement: Allow it, even though the associated picture is extraordinarily silly.</p><p>Twin Spell: 3 HS</p><p>Unexpected Spell: 5 HS. The combat advantage is gained after the attack and lasts until the end of your next turn.</p><p></p><p>I'm not exactly good at sight-balancing magic items. Any help there?</p><p></p><p>So, anyone else willing to share their opinions?</p></blockquote><p></p>
[QUOTE="Siberys, post: 4614007, member: 30619"] More PPs Keeper of the Dweomer Military Implement: Add "You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement." Vigorous action: Applies only to NEXT attack roll. Lower to 1/2 Intelligence modifier. Mystic Sage Wise Action: Add "You may not add this bonus to an attack roll." Occult Seeker Ingenious Weapon: Reduce the penalty to -1. The penalty does not stack with itself. Ingenious Armor: The armor applies this resistance to you. Pyromancer Fiery Catharsis: Replace ongoing damage with weakened Feats Metamagic: Worth multiple HSs. Only usable 1/day. Always minor action. Remove the wizard requirement, and all metamagic feats require the feat Metamagic Caster. In general, this was a good idea, but it was poorly implemented and way too cheap. [B]Metamagic Caster[/B] [I]Tier:[/I] Heroic [I]Prerequisites:[/I] Int 15 [I]Benefit:[/I] You may use metamagic feats on your arcane, divine, or shadow powers. In addition, you can tell when another is using metamagic feats, and gain a +5 feat bonus to Arcana checks used to determine which metamagic feat they are using. Blasting Spell: 2 HS Conducting Staff: Limit to basic attacks. The additional power must be an encounter attack power. Resolve that power normally. Deceiving Spell: 2 HS Eladrin Lore: Change to damage bonus Enlarged Spell: 2 HS Extended Spell: 3 HS Far Spell: 2 HS NO ILLUSORY CHARM! I really dislike this feat. Linked Item: Change to damage bonus Orb of Persistence: The effect lasts instead to the beginning of your next turn. Recover Implement: Disallow, or else 3 HS. Access Power: Disallow. Level 11, use a level 1 daily as an encounter? Not if we're talking sleep, buddy. Arcane Orb Master: One round. No more. Contingent Spell: 3 HS Empowered Spell: Increase the damage by 1/4 the number of dice rolled. 3 HS Metamagic Leftover: 1 HS Mixed Energy: Rename Admixed Spell ('cause it sounds cooler :p). 2 HS. Replace the text with the following; The damage type of the next spell you cast this turn is your choice of one damage type in addition to its normal damage type. Redundant Power: Replace the last sentence with the following; From now on, you can prepare that spell up to two times. Still Spell: 3 HS Epic Preparation: Disallow. That way lies madness. Greater Redundant Power: Replace the last sentence with the following; From now on, you can prepare that spell up to three times. Improved Residuum: 1/3, not 1/2. Maximized Spell: Disallow, or else 5 HS. Way too good for just 1... Persistent Spell: 3 HS Quick Spell: Disallow, or else 3 HS. Why not say Move Action? With this costing a minor action in the first place, even by RAW, you'd be spending a move to use the power anyway... Specific Spell: Disallow. Third Implement: Allow it, even though the associated picture is extraordinarily silly. Twin Spell: 3 HS Unexpected Spell: 5 HS. The combat advantage is gained after the attack and lasts until the end of your next turn. I'm not exactly good at sight-balancing magic items. Any help there? So, anyone else willing to share their opinions? [/QUOTE]
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