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Too powerful? What am I missing... (please help)
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<blockquote data-quote="pawsplay" data-source="post: 3474563" data-attributes="member: 15538"><p>How do you figure that? First of all, +1 or +3 manifester level is not going to skew the EL. It's an ability that will be used at most a handful of times, and that "problem" already exists in the form of clerics with the Good domain, Arcane Thesis, a couple of magic items, and any PrC with the Spell Power ability. Using an ability you already have at a slightly higher level is not that exciting. Wizards can already use wands and staves. </p><p></p><p>Second, the risk is not "low." The dangers of wild surge are significant enough I am not sure I would use the ability even every session. Effectively, the same chance a fighter has of scoring a critical hit, the wilder has of taking themselves out for a round and losing the power points of one maxed out attack. The wilder could literally find themselves flanked by wights and just standing there watching stuff happen. If he's the main blaster of the group, enemy spellcasters might take the opportunity to cast <em>summon monster</em> and drop something right on top of him, with no chance of him blasting them in the interim. A dazed caster is like Christmas for the bad guys. The risk is high enough the ability qualifies more as a temptation than an actual bonus... the times when you would use it are highly dependent on the situation.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3474563, member: 15538"] How do you figure that? First of all, +1 or +3 manifester level is not going to skew the EL. It's an ability that will be used at most a handful of times, and that "problem" already exists in the form of clerics with the Good domain, Arcane Thesis, a couple of magic items, and any PrC with the Spell Power ability. Using an ability you already have at a slightly higher level is not that exciting. Wizards can already use wands and staves. Second, the risk is not "low." The dangers of wild surge are significant enough I am not sure I would use the ability even every session. Effectively, the same chance a fighter has of scoring a critical hit, the wilder has of taking themselves out for a round and losing the power points of one maxed out attack. The wilder could literally find themselves flanked by wights and just standing there watching stuff happen. If he's the main blaster of the group, enemy spellcasters might take the opportunity to cast [i]summon monster[/i] and drop something right on top of him, with no chance of him blasting them in the interim. A dazed caster is like Christmas for the bad guys. The risk is high enough the ability qualifies more as a temptation than an actual bonus... the times when you would use it are highly dependent on the situation. [/QUOTE]
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