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Spellpower
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<blockquote data-quote="Technik4" data-source="post: 1053269" data-attributes="member: 7211"><p>A couple counter-arguments:</p><p></p><p>I dont believe your spellblade dispel magic immunity works. The description of spellblade states "The chosen spell must be one that is targetted against the wielder (<strong>not</strong> a spell that affects an area)." Emphasis is mine, but clearly since Dispel and Greater Dispel can affect an area, they cannot be used in this manner. If I could memorize a specific dispel magic that targetted someone your plan would have more credence, but I choose which type of Dispel Magic I want upon casting, hence it does not fulfill the requirement for Spellblade.</p><p></p><p>So Spellpower is still very good as a bonus to dispel others' spells, and make your own harder.</p><p></p><p>Spellpower is still good as a 'lite' Spell Penetration.</p><p></p><p>Spellpower is very very good at lower levels, and still useful at higher levels (though only for a smaller range of spells).</p><p></p><p>Exampls which do not include the gooies from above: </p><p>At 9th level a Red Wizard has Spell Power +2. This means she casts 5th level spells like Cone of Cold for an additional +2d6 points of damage. At this point, Create Magic Tattoo is not an option, as it requires at least being a Wizard of 13th level or higher (no caster level tricks).</p><p></p><p>By 11th level a Red Wizard can have Spell Power +3. This means he casts 6th level spells (mostly cap out at 15) at almost maximum power as soon as they get access to them. Create Magic Tattoo is still not an option.</p><p></p><p>13th level sees a Red Wizard with Spell Power +4. 7th level spells are cast at full power (usually) and Disintegrate is +8d6 (for transmuters). Create Magic Tattoo is finally an option, however they are dispellable, only last 1 day, and require at least a reasonable amount of skill points to ensure not failing every check (remember, skill bonus items got more expensive in 3.5). Additionally (and finally) whats good for the gander is good for the Red Wizard. While it will aid a regular 13th level wizard to create 3 magical caster level +1 tattoos, the 13th level Red Wizard can do the same, bringing his caster level to 20!</p><p></p><p>Personally I think Spell Power holds up fine. I think Create Magic Tattoo needs a tiny bit of erratta, perhaps 10 exp for the weak tattoo 30 for the medium one, and 50 for the excellent ones. This would be to dissuade making this an auto-buffer everyday (+2 competence to attacks is pretty fly, and thats only a DC 15).</p><p></p><p>Of course where does our Red Wizard stand at level 20 (with Spell Power +5)? Well, the regular wizard (or even a wizard with a prc) seems behind, here are some benefits to the various schools:</p><p></p><p>Abjuration: More Difficult to Dispel Defenses. Better Banishments/Dismissals. Hardier Permanencies.</p><p></p><p>Conjuartion: More Bang for your Gate (5 more HD). Regular wizards Gate in Balors, I gate in 25 HD Balors (vs 20) or 5th level Barbarian Balors. Summons last longer, which isn't usually useful. All the 'Binding' Spells have a better chance of succeeding (harder Charisma Checks or better bonus against their SR).</p><p></p><p>Enchantment: Better Bindings. 10 more hours on Antipathy. Ok, not so great for Enchantment either, but all the above still applies.</p><p></p><p>Evoker: Polar Ray is maxed. All the higher level bigby's have +5 attack bonus. Additionally I could see a Red Wizard researching some higher level Evocations with larger caps.</p><p></p><p>Illusion: Long Lasting Illusions. Difficult to Dispel Illusions. Admittedly, Spell Power is not too great for illusions after level 20, but up until level 20 it was probably of great benefit.</p><p></p><p>Necromancy: More Undead to Control (10 HD more). Slightly Better Symbols of Death! (Joke). 5 more deaths to the Wail of Banshee. Not so great for Necromancers, except with regards to Undead.</p><p></p><p>Transmuters: Bigger Shapechange options (50 HD vs 40 HD), plus all the goodies you've had since before level 20.</p><p></p><p>Ok, so granted there is usually only 1 more thing these Red Wizards get for beyond level 20 status with Spell Power +5. But that is probably the smallest slice of the pie when it comes to actual playing time, and when you start getting into epic levels caster level becomes important again. Caster level is also important to Circle Magic in general, and aids Item Creation.</p><p></p><p>Is it a big booming bonus? No, not really, and you may have to be a little creative to get use out of it (if you want a lot of use). Otherwise its a nice solid bonus. Obviously there are some fun games you can play, with a 15th level red wizard (with a caster level of 20) who goes and picks up 5 other levels (perhaps 3 with spellcasting +1). Now he casts as a 23rd level caster, and can cast 9th level spells, but probably has some interesting abilities from those 2 levels where no spellcasting was gained.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1053269, member: 7211"] A couple counter-arguments: I dont believe your spellblade dispel magic immunity works. The description of spellblade states "The chosen spell must be one that is targetted against the wielder ([b]not[/b] a spell that affects an area)." Emphasis is mine, but clearly since Dispel and Greater Dispel can affect an area, they cannot be used in this manner. If I could memorize a specific dispel magic that targetted someone your plan would have more credence, but I choose which type of Dispel Magic I want upon casting, hence it does not fulfill the requirement for Spellblade. So Spellpower is still very good as a bonus to dispel others' spells, and make your own harder. Spellpower is still good as a 'lite' Spell Penetration. Spellpower is very very good at lower levels, and still useful at higher levels (though only for a smaller range of spells). Exampls which do not include the gooies from above: At 9th level a Red Wizard has Spell Power +2. This means she casts 5th level spells like Cone of Cold for an additional +2d6 points of damage. At this point, Create Magic Tattoo is not an option, as it requires at least being a Wizard of 13th level or higher (no caster level tricks). By 11th level a Red Wizard can have Spell Power +3. This means he casts 6th level spells (mostly cap out at 15) at almost maximum power as soon as they get access to them. Create Magic Tattoo is still not an option. 13th level sees a Red Wizard with Spell Power +4. 7th level spells are cast at full power (usually) and Disintegrate is +8d6 (for transmuters). Create Magic Tattoo is finally an option, however they are dispellable, only last 1 day, and require at least a reasonable amount of skill points to ensure not failing every check (remember, skill bonus items got more expensive in 3.5). Additionally (and finally) whats good for the gander is good for the Red Wizard. While it will aid a regular 13th level wizard to create 3 magical caster level +1 tattoos, the 13th level Red Wizard can do the same, bringing his caster level to 20! Personally I think Spell Power holds up fine. I think Create Magic Tattoo needs a tiny bit of erratta, perhaps 10 exp for the weak tattoo 30 for the medium one, and 50 for the excellent ones. This would be to dissuade making this an auto-buffer everyday (+2 competence to attacks is pretty fly, and thats only a DC 15). Of course where does our Red Wizard stand at level 20 (with Spell Power +5)? Well, the regular wizard (or even a wizard with a prc) seems behind, here are some benefits to the various schools: Abjuration: More Difficult to Dispel Defenses. Better Banishments/Dismissals. Hardier Permanencies. Conjuartion: More Bang for your Gate (5 more HD). Regular wizards Gate in Balors, I gate in 25 HD Balors (vs 20) or 5th level Barbarian Balors. Summons last longer, which isn't usually useful. All the 'Binding' Spells have a better chance of succeeding (harder Charisma Checks or better bonus against their SR). Enchantment: Better Bindings. 10 more hours on Antipathy. Ok, not so great for Enchantment either, but all the above still applies. Evoker: Polar Ray is maxed. All the higher level bigby's have +5 attack bonus. Additionally I could see a Red Wizard researching some higher level Evocations with larger caps. Illusion: Long Lasting Illusions. Difficult to Dispel Illusions. Admittedly, Spell Power is not too great for illusions after level 20, but up until level 20 it was probably of great benefit. Necromancy: More Undead to Control (10 HD more). Slightly Better Symbols of Death! (Joke). 5 more deaths to the Wail of Banshee. Not so great for Necromancers, except with regards to Undead. Transmuters: Bigger Shapechange options (50 HD vs 40 HD), plus all the goodies you've had since before level 20. Ok, so granted there is usually only 1 more thing these Red Wizards get for beyond level 20 status with Spell Power +5. But that is probably the smallest slice of the pie when it comes to actual playing time, and when you start getting into epic levels caster level becomes important again. Caster level is also important to Circle Magic in general, and aids Item Creation. Is it a big booming bonus? No, not really, and you may have to be a little creative to get use out of it (if you want a lot of use). Otherwise its a nice solid bonus. Obviously there are some fun games you can play, with a 15th level red wizard (with a caster level of 20) who goes and picks up 5 other levels (perhaps 3 with spellcasting +1). Now he casts as a 23rd level caster, and can cast 9th level spells, but probably has some interesting abilities from those 2 levels where no spellcasting was gained. Technik [/QUOTE]
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