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Spells and Magic 5E New Wizard Archetypes
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<blockquote data-quote="steeldragons" data-source="post: 7381473" data-attributes="member: 92511"><p>I think it would behoove the game to split things up by them a bit more...and help to substantiate the Sorcerer at the same time as exapnd the Wizard.</p><p></p><p>To my mind, anyone who is a "single element/theme" of magic is best served as a Sorcerer. And some of the above suggestions, 2e notwithstanding, are simply too weak on which to base even a subclass...the "Dimensionalist"? "A subset of Enchanter"? I mean, come on. If you're [the plural "you"] going to develop a subclass, it needs to have a shtick on which to hang the class. "I only use teleportal spells" is kind of silly. Sure, it'd be cool for anyone to play Blink or Majik or Nightcrawler, but this isn't a Supers game.</p><p></p><p>"Song Mage" seems utterly redundant and is clearly best composed as a Bard subclass, if used at all. </p><p></p><p>So, "Elementalist" could be unfolded to include most, if not all, energy types, and be Sorcerers:</p><p>air/earth/fire/water</p><p>shadow (Shadowcaster)</p><p>force (which I question the strength of concept to even be a subclass seems a bit too niche to bother)</p><p>psychic (which could be the Mentalistor just plain Psychic sorcerer vs.a "Mystic")</p><p>radiance...are we calling that the Favored Soul sorcerer still? Some light/shiny flipside to the shadowweavers. </p><p></p><p>The Wizard subclasses, as they have always been, though have inexplicably been termed "traditions" instead of "schools" in this edition, should be "traditions/schools." That is, learning/learned/instructed ways of making magic that the wizard must research and expand their knowledge in. Where the shadow sorcerer can just "make" magic with/using shadows and darkness, the Runecaster has a variety of effects (even with leanings toward one specialty or the other) but has to study and learn this "tradition" for <em>using</em> magic.</p><p></p><p>So, for Wizard subclasses, you get people who are good at making magic happen through means or foci other than spells/incantations.</p><p>Runecaster: learning to work magic/generate spell effects through runes, glyphs, and carvings.</p><p>Swordmage (a.k.a. non-dancing non-elf non-FR Bladesinger, which we already have): learning to work magic through their sword/weapon.</p><p>Hedge Mage[simple Green Witch/Wise Man/Woman]: a wizard that foregoes some of the most flashy arcane power to pick up/intermingle some druid magic along the way, magic with and through plants/vegetation, interacting with fae, and the natural world.</p><p></p><p>Or you get people delving into different "Schools," gaining powers and spell progression as normal but in specialized topics (not singular energy/damage types like the sorcerers).</p><p>Chronomancer: a "School" of time-related/-warping magic. Would require large numbers of new spells and/or reskinning existing ones.</p><p></p><p>Diabolist/Demonologist: a wizard specialized in the conjuring, deal binding(coercing), and banishing of lower planar entities, very "diagrams/talismans" heavy.</p><p></p><p>Alienist: seemed to be popular a while back. Bring some of the GOOy goodness into the Wizarding realm. Wizards seeking out the incomprehensible powers of the myriad infinities of the "Far Realms" [NOTE: I despise WotC's flavor/injection of "the Far Realms" into their D&D worlds and defaulting it into class and cosmological structures. BUT since it's in there, it should do more than just fuel a single Warlock archetype.] </p><p></p><p>How 'bout an "Astral-ogist[?]/Star Mage": a wizard specialized in stargazing, space/planar travel (so decent teleporting/movement spells), astral projection/spirit/mindscape and dream walking kind of powers. That kind of thing. </p><p></p><p>Artificier and Alchemist become the outliers...because I tend to think of them as more Rogue [classes that are defined by their skills...and these skills just happen to result in magical effects] subclasses than Wizard [classes defined by their magic-use/casting/list/progession]. I could see them as Wizard subclasses, specifically because of that "knowledge/learned" base but I think it requires too much revamping at the BASE class level.</p><p></p><p>Whereas adding the magical effects/items into a Rogue subclass (where you're already getting the light armors, the Int & Dex saves, the skills to boost your Lores and tool -Alchemist's/Artificer's Kits- useage, etc...) seems to be a much easier lift, less clumsy/extensive route to go.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7381473, member: 92511"] I think it would behoove the game to split things up by them a bit more...and help to substantiate the Sorcerer at the same time as exapnd the Wizard. To my mind, anyone who is a "single element/theme" of magic is best served as a Sorcerer. And some of the above suggestions, 2e notwithstanding, are simply too weak on which to base even a subclass...the "Dimensionalist"? "A subset of Enchanter"? I mean, come on. If you're [the plural "you"] going to develop a subclass, it needs to have a shtick on which to hang the class. "I only use teleportal spells" is kind of silly. Sure, it'd be cool for anyone to play Blink or Majik or Nightcrawler, but this isn't a Supers game. "Song Mage" seems utterly redundant and is clearly best composed as a Bard subclass, if used at all. So, "Elementalist" could be unfolded to include most, if not all, energy types, and be Sorcerers: air/earth/fire/water shadow (Shadowcaster) force (which I question the strength of concept to even be a subclass seems a bit too niche to bother) psychic (which could be the Mentalistor just plain Psychic sorcerer vs.a "Mystic") radiance...are we calling that the Favored Soul sorcerer still? Some light/shiny flipside to the shadowweavers. The Wizard subclasses, as they have always been, though have inexplicably been termed "traditions" instead of "schools" in this edition, should be "traditions/schools." That is, learning/learned/instructed ways of making magic that the wizard must research and expand their knowledge in. Where the shadow sorcerer can just "make" magic with/using shadows and darkness, the Runecaster has a variety of effects (even with leanings toward one specialty or the other) but has to study and learn this "tradition" for [I]using[/I] magic. So, for Wizard subclasses, you get people who are good at making magic happen through means or foci other than spells/incantations. Runecaster: learning to work magic/generate spell effects through runes, glyphs, and carvings. Swordmage (a.k.a. non-dancing non-elf non-FR Bladesinger, which we already have): learning to work magic through their sword/weapon. Hedge Mage[simple Green Witch/Wise Man/Woman]: a wizard that foregoes some of the most flashy arcane power to pick up/intermingle some druid magic along the way, magic with and through plants/vegetation, interacting with fae, and the natural world. Or you get people delving into different "Schools," gaining powers and spell progression as normal but in specialized topics (not singular energy/damage types like the sorcerers). Chronomancer: a "School" of time-related/-warping magic. Would require large numbers of new spells and/or reskinning existing ones. Diabolist/Demonologist: a wizard specialized in the conjuring, deal binding(coercing), and banishing of lower planar entities, very "diagrams/talismans" heavy. Alienist: seemed to be popular a while back. Bring some of the GOOy goodness into the Wizarding realm. Wizards seeking out the incomprehensible powers of the myriad infinities of the "Far Realms" [NOTE: I despise WotC's flavor/injection of "the Far Realms" into their D&D worlds and defaulting it into class and cosmological structures. BUT since it's in there, it should do more than just fuel a single Warlock archetype.] How 'bout an "Astral-ogist[?]/Star Mage": a wizard specialized in stargazing, space/planar travel (so decent teleporting/movement spells), astral projection/spirit/mindscape and dream walking kind of powers. That kind of thing. Artificier and Alchemist become the outliers...because I tend to think of them as more Rogue [classes that are defined by their skills...and these skills just happen to result in magical effects] subclasses than Wizard [classes defined by their magic-use/casting/list/progession]. I could see them as Wizard subclasses, specifically because of that "knowledge/learned" base but I think it requires too much revamping at the BASE class level. Whereas adding the magical effects/items into a Rogue subclass (where you're already getting the light armors, the Int & Dex saves, the skills to boost your Lores and tool -Alchemist's/Artificer's Kits- useage, etc...) seems to be a much easier lift, less clumsy/extensive route to go. [/QUOTE]
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