Specialist mages, have they lost feeling

Pax said:
Wolfen, trying to craft your own unique spell is (a) risking the brand of "munchkin" form overly-paranoid GMs, and (b) often re-inventing the wheel. Fireball and Lightning Bolt both do the job of "third level area of effect energy-based damage spell" ... there's just not always going to be that much room to innovate, really.

I guess if we take a formulaic approach to spells, that makes a lot of sense. I'll spare you the list of optional customized spells...but I think some schools have a lot of untapped potential. Especially Enchantment and Conjuration.

I guess it just seems crazy to penalize creativity if it adds something valuable to the specialist wizard or his arsenal.


wolfen
 

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Just remember that what specialists get, generalists also get. ^_^

The main thing is ... creating new spells that are balanced, isn't as easy as one might at first believe. Andmany GM's prefer to err on the side of "stick to what's in the books", rather than risk letting something unbalanced loose on their campaign.

Hence, as you might have observed, how popular books with new spells in them can be. ^_^
 


..

I can't imagine any situation where having one extra spell per spell level is a bad thing. As was pointed out, SPELL RESEARCH is a great thing. I can specialize Divination, ban Evocation, and then research a level 3 conjuration that deals 1d6/level in a 20' radius for 3,000 gp and 3 weeks time. Or I can just use my head and not worry about dealing TONS-O-DAMAGE since I have a greater number of spells at my disposal.
 

I don't think that anybody's disputing that one additional spell is a bad thing, but it's missing the pizazz for a class that was one of the most fun in 2nd edition.

besides the sorceror still kicks its touski when spells per day.

I think all I really want is more fun in the sub class.
 

Shades of Eternity said:
Actually, they've lost a great deal more then a +1/-1 to saves in the conversion from 2nd to 3rd edition.

Let's pull out my complete wizards handbook, shall we.
None of those abilities were core in 2nd edition. If you're talking about non-core materials, then it's only fair to include the alternate specialist abilities from UA, which IMO are a lot more flavorful than "two extra non-weapon proficiencies at levels 17 and 20"
 

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