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What's a wizard to do?
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<blockquote data-quote="Nebulous" data-source="post: 6403105" data-attributes="member: 31465"><p>I don't have a perfectly good answer, because the things you're disliking were design goals by the team. One thing I would suggest is take a look at Frog God's Book of Lost Spells which will introduce hundreds of new ones. Now, if they follow the implicit template of the core spells, I guess you'll just have more of the same. If they differ slightly, you might find some gems that can "redefine" your wizard. </p><p></p><p>Alternatively, work with your DM to create a special wizard Feat that gives an enemy a window of time before he can save vs. spell. If he fails the initial save, then, for example he can't make ANOTHER save for 1d4 rounds, something like that. It keeps the inherent swinginess of 5e but keeps it fun too. Heck, could even say that a supercharged (much higher cast slot) spell is so strong that an enemy can't make a save for the full minute. </p><p></p><p>The awesome thing about this edition is that you can patch it a thousand different ways to suit each group of players.</p><p></p><p>Edit: I'm running an NPC wild mage with rules adapted from Dungeon Crawl Classics, I mostly just ported it over with some tweaks, and it is pretty cool so far. Not everyone's cup of tea, but it has more flavor than you can shake a stick at (whatever that means).</p></blockquote><p></p>
[QUOTE="Nebulous, post: 6403105, member: 31465"] I don't have a perfectly good answer, because the things you're disliking were design goals by the team. One thing I would suggest is take a look at Frog God's Book of Lost Spells which will introduce hundreds of new ones. Now, if they follow the implicit template of the core spells, I guess you'll just have more of the same. If they differ slightly, you might find some gems that can "redefine" your wizard. Alternatively, work with your DM to create a special wizard Feat that gives an enemy a window of time before he can save vs. spell. If he fails the initial save, then, for example he can't make ANOTHER save for 1d4 rounds, something like that. It keeps the inherent swinginess of 5e but keeps it fun too. Heck, could even say that a supercharged (much higher cast slot) spell is so strong that an enemy can't make a save for the full minute. The awesome thing about this edition is that you can patch it a thousand different ways to suit each group of players. Edit: I'm running an NPC wild mage with rules adapted from Dungeon Crawl Classics, I mostly just ported it over with some tweaks, and it is pretty cool so far. Not everyone's cup of tea, but it has more flavor than you can shake a stick at (whatever that means). [/QUOTE]
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