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<blockquote data-quote="GMforPowergamers" data-source="post: 5779865" data-attributes="member: 67338"><p>my perfect 5e wizard looks like this:</p><p></p><p>choose 5 cantrips usable at will +1 per 5 levels</p><p>Detect magic, Magic missle, Ray of frost, Mage hand, Suggestion, Prestdigatation, true strike (use Int for melee basic attack instead of str), Cload of daggers, ghost sound, and scare (use arcna instead of Intimadate)</p><p></p><p>gain identfy rituel + # of rituels of 1st level equal to int mod +2 rituels every 5 levels. </p><p></p><p>Spells per day. Start with Int mod per day 1st level spells. then at level 2 gain 1 second and 1 first level spell, at 3rd gain 1 1st 1 second 1 third. at 4th level gain no new spells at 5th level gain 1 2nd 1 3rd 1 5th, at 6th level gain 1 3rd 1 5th 1 6th, at 7th gain 1 5th 1 6th and 1 7th level gain none at 8th at 9th gain 1 6th 1 7th 1 9th, at 10th gain 1 7th 1 9th 1 10th.</p><p></p><p>so a wizard with a 20 int at level 10 would have</p><p>7 at will cantrips, 8 rituels</p><p>7 1st level spells per day</p><p>3 2nd level spells per day</p><p>3 5th level spells per day</p><p>3 6th level spells per day</p><p>3 7th level spells per day</p><p>2 9th level spells per day</p><p>1 10th level spell per day</p><p>so 22 daily spell slots.</p><p></p><p>spell book: You would start with 2+Int mod 1st level spells, and every level you could add 2 new spells to your spell book.</p><p>so that wizard would have 24 spells known in his book. (like 2 and 3e there are other ways to add spells like treasure but that is base)</p><p></p><p>starting at level 11 you can trade slots up for higher level ones, so at level 11 instead of getting more slots, you can trade 1 1st level slot for an 11th level one. </p><p></p><p>Like 4e spells of level 1,3,5,7,and 9 are attack spells 2,6,and 10 are utility ones. 4,8,14,18,24,and 28 don't have spells, but you learn new ones in your book, and you can at 14,18,24,28 still trade one slot.</p><p></p><p></p><p>I would also prefer for the base rule not be int or dex to AC, but instead classes like mage get a class feature "Mage armor" when in no armor (or cloth armor) a magemay add his Int instead of his dex to AC.</p><p></p><p></p><p>edit: note the lack of encounter powers, and yes he could prep the same spell multi times, and yes you could prep a lower level spell in a higher level slot. This should keep 33 daily powers on par with 4 encoutner 4 daily 7 utilites (that can be d or e) just fine</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 5779865, member: 67338"] my perfect 5e wizard looks like this: choose 5 cantrips usable at will +1 per 5 levels Detect magic, Magic missle, Ray of frost, Mage hand, Suggestion, Prestdigatation, true strike (use Int for melee basic attack instead of str), Cload of daggers, ghost sound, and scare (use arcna instead of Intimadate) gain identfy rituel + # of rituels of 1st level equal to int mod +2 rituels every 5 levels. Spells per day. Start with Int mod per day 1st level spells. then at level 2 gain 1 second and 1 first level spell, at 3rd gain 1 1st 1 second 1 third. at 4th level gain no new spells at 5th level gain 1 2nd 1 3rd 1 5th, at 6th level gain 1 3rd 1 5th 1 6th, at 7th gain 1 5th 1 6th and 1 7th level gain none at 8th at 9th gain 1 6th 1 7th 1 9th, at 10th gain 1 7th 1 9th 1 10th. so a wizard with a 20 int at level 10 would have 7 at will cantrips, 8 rituels 7 1st level spells per day 3 2nd level spells per day 3 5th level spells per day 3 6th level spells per day 3 7th level spells per day 2 9th level spells per day 1 10th level spell per day so 22 daily spell slots. spell book: You would start with 2+Int mod 1st level spells, and every level you could add 2 new spells to your spell book. so that wizard would have 24 spells known in his book. (like 2 and 3e there are other ways to add spells like treasure but that is base) starting at level 11 you can trade slots up for higher level ones, so at level 11 instead of getting more slots, you can trade 1 1st level slot for an 11th level one. Like 4e spells of level 1,3,5,7,and 9 are attack spells 2,6,and 10 are utility ones. 4,8,14,18,24,and 28 don't have spells, but you learn new ones in your book, and you can at 14,18,24,28 still trade one slot. I would also prefer for the base rule not be int or dex to AC, but instead classes like mage get a class feature "Mage armor" when in no armor (or cloth armor) a magemay add his Int instead of his dex to AC. edit: note the lack of encounter powers, and yes he could prep the same spell multi times, and yes you could prep a lower level spell in a higher level slot. This should keep 33 daily powers on par with 4 encoutner 4 daily 7 utilites (that can be d or e) just fine [/QUOTE]
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