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Spellpower
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<blockquote data-quote="Technik4" data-source="post: 1056497" data-attributes="member: 7211"><p>I think the following is reasonably balanced compared to feats.</p><p></p><p>Spellpower: Choose one of the following: +1 to spell DCs or +1 caster level.</p><p></p><p>Both the Red Wizard and the Shadow Adept state that the spellpower effects are limited to certain schools - for Red Wizard it is their specialized school, for shadow adepts it is Enchantments, Necromancies, and Illusions (and they only get it up to +3). Of course, for Archmages it applies to all spells they cast, but they have to give up a 5th level slot for the ability.</p><p></p><p>Therefore for Red Wizards it could merely be a Spell Focus (x) that can be taken repeatedly, for a Shadow Adept it would be more powerful, but they have little reason to take the +1 caster level (unless they wish for short-term effects), and for Archmages it is a super Spell Focus (all). I think its reasonable, it still performs worse than the 3.0 version (which aided Spell Penetration) but for some schools it is far better than +1 caster level.</p><p></p><p>I think spell DCs will still never reach their 3.0 equivelants due to the nerfing of the 2 main ways to pump DCs, SF and GSF. I am also eagerly awaiting to see if Spellcasting Prodigy gets a shift, since right now it is extremely powerful compared to most feats (although honestly, its always been a very powerful feat).</p><p></p><p>A little note about Tattoo Focus and Create Magic Tattoo, the feat has specific regional requirements, namely that you are from Thay. The spell meanwhile costs quite a few ranks in Craft (Drawing) or some-such, and can't even begin to function as spellpower until the wizard is 13th level. Considering that a Red Wizard can get spellpower going as early as 7th level (and a shadow adept as early as 8th) I'd say spellpower is still more powerful. I might also stipulate that the same tattoo cannot affect the same person, so while the limit is 3 tattoos, you can only have 1 tattoo of +1 spellcasting level. This is even more important when it comes to the +2 Competence bonus to attack (competence bonuses always stack, I believe) since +6 to attack is a lot more broken that +3 caster level for 3 2nd level slots.</p><p></p><p>And being the bastard DM that I am, I would probably require a wizard to justify learning such a spell (although already having some craft (drawing) would probably be enough to mitigate it).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1056497, member: 7211"] I think the following is reasonably balanced compared to feats. Spellpower: Choose one of the following: +1 to spell DCs or +1 caster level. Both the Red Wizard and the Shadow Adept state that the spellpower effects are limited to certain schools - for Red Wizard it is their specialized school, for shadow adepts it is Enchantments, Necromancies, and Illusions (and they only get it up to +3). Of course, for Archmages it applies to all spells they cast, but they have to give up a 5th level slot for the ability. Therefore for Red Wizards it could merely be a Spell Focus (x) that can be taken repeatedly, for a Shadow Adept it would be more powerful, but they have little reason to take the +1 caster level (unless they wish for short-term effects), and for Archmages it is a super Spell Focus (all). I think its reasonable, it still performs worse than the 3.0 version (which aided Spell Penetration) but for some schools it is far better than +1 caster level. I think spell DCs will still never reach their 3.0 equivelants due to the nerfing of the 2 main ways to pump DCs, SF and GSF. I am also eagerly awaiting to see if Spellcasting Prodigy gets a shift, since right now it is extremely powerful compared to most feats (although honestly, its always been a very powerful feat). A little note about Tattoo Focus and Create Magic Tattoo, the feat has specific regional requirements, namely that you are from Thay. The spell meanwhile costs quite a few ranks in Craft (Drawing) or some-such, and can't even begin to function as spellpower until the wizard is 13th level. Considering that a Red Wizard can get spellpower going as early as 7th level (and a shadow adept as early as 8th) I'd say spellpower is still more powerful. I might also stipulate that the same tattoo cannot affect the same person, so while the limit is 3 tattoos, you can only have 1 tattoo of +1 spellcasting level. This is even more important when it comes to the +2 Competence bonus to attack (competence bonuses always stack, I believe) since +6 to attack is a lot more broken that +3 caster level for 3 2nd level slots. And being the bastard DM that I am, I would probably require a wizard to justify learning such a spell (although already having some craft (drawing) would probably be enough to mitigate it). Technik [/QUOTE]
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