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Rating Wizard Traditions at 2nd Level
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<blockquote data-quote="Gadget" data-source="post: 7231216" data-attributes="member: 23716"><p>I think people are severely misunderstanding <em>Improved Minor Illusion</em>. Other than giving you a free cantrip (that you probably would have selected anyway if you are an illusionist), it really doesn't do much. I find it hard to come up with <em>Minor Illusion</em> applications that really need sound. Then again, I have seen many people treat <em>Minor Illusion</em> as if it were <em>Silent Image</em>, so that may make a difference. </p><p></p><p>That said, <em>Minor Illusion</em> is a great cantrip, and freeing up a cantrip slot for something else is (basically an extra cantrip) is nothing to sneeze at.</p><p></p><p></p><p><em>Minor Conjuration</em>: This one is even more subject to DM interpretation than most illusion magic. Must be no more than 3' in any dimension, no more than 10lbs, must appear in in the caster's hand or on the ground in front of the caster, glows dimly, goes away when it takes damage. Can the wizard conjure a key they have seen? Treasure map? secret message? weapon? (does hitting someone with it count as 'taking damage'?). There is a lot open to interpretation here, and many campaigns will not hinge on having the mundane item producible by this ability; especially after a few levels. So in some campaigns it may be a 'flavor only' ability. Others it might be almost over-powered. </p><p></p><p><em>Arcane Ward: </em>Decent, especially at low levels, but not great as the levels rise.</p><p></p><p><em>Portent</em>: Probably the best 2nd level ability of Wizard sub-classes bar none.</p><p></p><p><em>Hypnotic Gaze</em>: Cool story-wise, but rather limited in direct application. Probably not as useful in a 'kick in the door' style dungeon crawl.</p><p></p><p><em>Sculpt Spells</em>: Allows the evoker to mitigate the effects of their spells on friendly targets. Very useful.</p><p></p><p><em>Grim Harvest</em>: Useful at lower levels, not so much at higher levels.</p><p></p><p><em>Minor Alchemy</em>: More flavor than anything, although clever uses could be found (beyond cheating merchants)</p><p></p><p><em>Bladesong</em>: probably the most essential of the second level abilities to the sub-class. Other sub-classes could get by without their 2nd level abilities, not the blade singer. Pretty much essential.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7231216, member: 23716"] I think people are severely misunderstanding [I]Improved Minor Illusion[/I]. Other than giving you a free cantrip (that you probably would have selected anyway if you are an illusionist), it really doesn't do much. I find it hard to come up with [I]Minor Illusion[/I] applications that really need sound. Then again, I have seen many people treat [I]Minor Illusion[/I] as if it were [I]Silent Image[/I], so that may make a difference. That said, [I]Minor Illusion[/I] is a great cantrip, and freeing up a cantrip slot for something else is (basically an extra cantrip) is nothing to sneeze at. [I]Minor Conjuration[/I]: This one is even more subject to DM interpretation than most illusion magic. Must be no more than 3' in any dimension, no more than 10lbs, must appear in in the caster's hand or on the ground in front of the caster, glows dimly, goes away when it takes damage. Can the wizard conjure a key they have seen? Treasure map? secret message? weapon? (does hitting someone with it count as 'taking damage'?). There is a lot open to interpretation here, and many campaigns will not hinge on having the mundane item producible by this ability; especially after a few levels. So in some campaigns it may be a 'flavor only' ability. Others it might be almost over-powered. [I]Arcane Ward: [/I]Decent, especially at low levels, but not great as the levels rise. [I]Portent[/I]: Probably the best 2nd level ability of Wizard sub-classes bar none. [I]Hypnotic Gaze[/I]: Cool story-wise, but rather limited in direct application. Probably not as useful in a 'kick in the door' style dungeon crawl. [I]Sculpt Spells[/I]: Allows the evoker to mitigate the effects of their spells on friendly targets. Very useful. [I]Grim Harvest[/I]: Useful at lower levels, not so much at higher levels. [I]Minor Alchemy[/I]: More flavor than anything, although clever uses could be found (beyond cheating merchants) [I]Bladesong[/I]: probably the most essential of the second level abilities to the sub-class. Other sub-classes could get by without their 2nd level abilities, not the blade singer. Pretty much essential. [/QUOTE]
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