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<blockquote data-quote="TheSword" data-source="post: 8551215" data-attributes="member: 6879661"><p>We have heard earlier how concentration isn’t really a limit on power as a wizard can just cast another spell. I disagree with that viewpoint but it’s worth acknowledging as an argument.</p><p></p><p>I do think Warcaster does increase power and is a must take for every serious caster. An extra spell is very good too though hampered by how rarely it will happen.</p><p></p><p>Alert is no guarantee of going first. It also offers a very real toss up between buffing yourself in the first round or casting that fireball. Depending on the foes faced. The swinginess of Initiative means that this is by no means a given. That said it is effectively giving you an additional to if you get in first so does increase power. Of course it only works if other people haven’t got it. Initiative is relative. In a party of rogues, rangers and Dex fighters it probably won’t help at all.</p><p></p><p>More spells doesn’t increase power. It maybe useful for reasons of versatility but it isn’t making what you do more effective.</p><p></p><p>The problem with this spell is that it is so circumstantial. Many energy types don’t have a great spell of that type at every level. In the same way that the resistance is highly circumstantial, the benefit is highly circumstantial too.</p><p></p><p>The 1’s become 2’s boost is so negligible as to be almost useless. A fireball booster to level 7 doing 12d6 damage will do an extra 2 points of damage on its roll on average.</p><p></p><p>Most invocations won’t improve a wizards spellcasting power. Unless they have taken the Eldritch Blast feat. They just add more choices</p><p></p><p>My personal favourite feat. Definitely makes wizards more powerful but in a very limited way. To put it in context if you quicken that spell, you can still only cast a cantrip… once per day. You can only twin up to 2nd level. Good but not amazing at the point you get the feat. 2 sorcery points and your options are limited.</p><p></p><p></p><p>It’s a great feat. Great for everyone. But of a wizards main role - acting spells - many if not most of a wizards spells don’t have an attack roll. Fighters become much more powerful with this feat. Much more so than wizards. Ironically this feat is best used for Eldritch Knights (rangers, paladins etc) as they can take a full attack action and cast a spell. It’s far more useful for them than for wizards.</p><p></p><p>Sure but as discussed your wizard isn’t intended to be in the front line. You can try and expend resources to make your wizard like a fighter but they still won’t be as tough as a fighter. It also doesn’t help your spell casting power.</p><p></p><p>Same principle as the previous post. [Edit] Both are addressed in more detail in my next post to Frogreaver.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8551215, member: 6879661"] We have heard earlier how concentration isn’t really a limit on power as a wizard can just cast another spell. I disagree with that viewpoint but it’s worth acknowledging as an argument. I do think Warcaster does increase power and is a must take for every serious caster. An extra spell is very good too though hampered by how rarely it will happen. Alert is no guarantee of going first. It also offers a very real toss up between buffing yourself in the first round or casting that fireball. Depending on the foes faced. The swinginess of Initiative means that this is by no means a given. That said it is effectively giving you an additional to if you get in first so does increase power. Of course it only works if other people haven’t got it. Initiative is relative. In a party of rogues, rangers and Dex fighters it probably won’t help at all. More spells doesn’t increase power. It maybe useful for reasons of versatility but it isn’t making what you do more effective. The problem with this spell is that it is so circumstantial. Many energy types don’t have a great spell of that type at every level. In the same way that the resistance is highly circumstantial, the benefit is highly circumstantial too. The 1’s become 2’s boost is so negligible as to be almost useless. A fireball booster to level 7 doing 12d6 damage will do an extra 2 points of damage on its roll on average. Most invocations won’t improve a wizards spellcasting power. Unless they have taken the Eldritch Blast feat. They just add more choices My personal favourite feat. Definitely makes wizards more powerful but in a very limited way. To put it in context if you quicken that spell, you can still only cast a cantrip… once per day. You can only twin up to 2nd level. Good but not amazing at the point you get the feat. 2 sorcery points and your options are limited. It’s a great feat. Great for everyone. But of a wizards main role - acting spells - many if not most of a wizards spells don’t have an attack roll. Fighters become much more powerful with this feat. Much more so than wizards. Ironically this feat is best used for Eldritch Knights (rangers, paladins etc) as they can take a full attack action and cast a spell. It’s far more useful for them than for wizards. Sure but as discussed your wizard isn’t intended to be in the front line. You can try and expend resources to make your wizard like a fighter but they still won’t be as tough as a fighter. It also doesn’t help your spell casting power. Same principle as the previous post. [Edit] Both are addressed in more detail in my next post to Frogreaver. [/QUOTE]
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