Spell Focus

Lord Tirian said:
And having Con 13 at 1st gives you an extra hit point. Not too much... but you don't gain anything if you do it in reverse.

Can you cite the page for that? Just so that I know whether I need to house-rule that.
 

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1of3 said:
Can you cite the page for that? Just so that I know whether I need to house-rule that.
Huh, what do you mean? I meant you get an extra hit point compared to a Con of 12. At 1st level only, of course.

(pg. 152, but true for any class, you get X + your Con score as starting hit points)

Cheers, LT.
 

Your force of will (charisma) overpowers the target's natural resistances, inflicting ongoing magical effects on him for longer periods of time.

Its probably really just a way to make sure that as many ability scores matter as possible. Its only a problem if you feel some compulsion to pick up every single magical feat in the core rulebook.
 

Charisma is useless to a wizard. If you build a wizard with charisma, you can take spell focus (which is, frankly, far too powerful for a feat)

It's the bonus for taking Charisma. The problem is that it's so insanely good that it doesn't reward you for taking charisma, it forces you to take charisma.

It's just flat out too good for a feat :( The prereq should stick, though.
 

LOL... sounds like it's perfectly balanced to me.

People are complaining about dump stats... now that there is a reason to not dump CHA... people are complaing.

I hope we see more stuff like this!
 

Perhaps. At least you get the free stat bumps at 11 and 21, so it's not quite as arduous to invest in it.

I do wish it was just a good feat instead of one that defines being a control wizard. Heck, even if it was just 2 feats, -1 at paragon, -2 at epic. But eh.

Ignoring my grouching about the power level of the feat... just leave the Charisma requirement in, or nuke the feat entirely if it offends you. It's not balanced to make it a stat the Wizard already has.
 

With Spell Focus plus the Orb implement power... you can really put a hurtin' on those big-boss mobs. Say an 18 Wisdom plus spell focus (which is -1 or -2? Can't remember) and you're looking at a save penalty that completely negates a Solo monsters +5 to saving throws. I'm thinking Orbs are a bit too good.

To stay on topic though, Spell Focus is very good, and the Cha requirement helps balance that fact. Frankly, that shouldn't stop you from getting it at 11. Using the standard array, without ability adjustments:

Str 10, Con 13, Dex 11, Int 16, Wis 14, Cha 12

At 11, your Cha becomes a 13 and you can take the feat immediately. And you didn't even miss out on hit points :)
 

Lord Tirian said:
Dex: Only for the wand and initiative. And in case of initiative, Improved Initiative beats a good Dex score by lengths.

Dex 15 is also needed for the Arcane Reach feat.

Lord Tirian said:
Con: Well, it is nice, but since hit points are less Con dependant now, it's fairly easy to set an average value here.

Con is important for staff mastery and, more importantly, your daily number of healing surges, which wizards get very few of.

Cadfan said:
Your force of will (charisma) overpowers the target's natural resistances, inflicting ongoing magical effects on him for longer periods of time.

Cha doesn't govern force of will any more than Wis does. And unlike Cha, Wizards actually use Wis. Wis 13 would have been the far more sensible requirement for the feat. Instead, Control Wizards are forced to get both Wis (for orb mastery) and Cha (for spell focus). Since those attributes overlap for Will defense, it is redundant and a waste of points.

Cadfan said:
Its probably really just a way to make sure that as many ability scores matter as possible. Its only a problem if you feel some compulsion to pick up every single magical feat in the core rulebook.

Considering how few feats there are for spellcasters, yes, I feel "some compulsion" to pick up every single one. Unless you want to get a bunch of general feats, there really isn't any other option.

keterys said:
It's just flat out too good for a feat :( The prereq should stick, though.

I'm sorry but I disagree. It's not too good for a feat. So you get a whopping 10% extra chance that your spell might last an extra turn, if anything, it just makes the durations on spells a tiny bit less swingy. But I'm one of those people who is outraged at just how short control effects are in this edition. I'm lucky if my spell sticks for more than 1-2 rounds. Anything that helps with the horribly ill-conceived and broken saving throw system is a good thing, in my book.
 

Charisma completely governs force of will.

Frankly, if you're using Charisma in any other sense, you're using it against the grain of the last 3 decades of DND.

Its not looks, its not charm. Its force of personality, and always has been.

Ari, I think, or it might have been Keith Baker, described it perfectly a few months ago.

The dark brooding stranger that attracts all the stares is a high a charisma as the old farmer who everybody listens too.. Charisma is a measure of your ability to influence others.

The person who nobody notices has a low Charisma. The key whose face is a mess of scares, is rude, and dominates a room? He has a high Charisma.

Charisma is a perfect ability to match a Wizards ability to use his force of will to impose a condition upon something.
 

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