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Wizard- Class Revision (Saga Meets D&D)
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<blockquote data-quote="Belen" data-source="post: 4374250" data-attributes="member: 1405"><p>So I have been tinkering with meshing the elements of Saga that I love with D&D3.5. I have made some decisions (feel free to comment) to change things to make them a bit simpler. I have added Physical and Mystical attacks. These are the basic BaB arrays. I plan to eliminate touch attacks in favor of the mystical attack. Thus, a wizard has a good MaB and uses that when attacking with spells.</p><p></p><p>Good attack array: 1/level</p><p>Average attack array: 1/2 levels</p><p>Poor attack array: 1/3 level</p><p></p><p>Good save array: 1/2 levels</p><p>Poor save array: 1/3 levels</p><p></p><p><strong>WIZARD</strong></p><p></p><p><strong>Alignment:</strong>Any</p><p><strong>Hit Die:</strong> d6</p><p></p><p><strong>SKILLS</strong></p><p><strong>Class Skills:</strong> Craft (INT), Decipher Script (INT), Endurance (CON), Gather Information (CHA), Initiative (DEX), Knowledge, Any (INT), Speak Language (INT), Spellcraft (INT)</p><p><strong>Points:</strong> 4 + intelligence modifier; 1st level- [(4 + intelligence modifier) x4]</p><p><strong>Trained (Alternate Rule):</strong> (4 + Intelligence modifier)</p><p></p><p><strong>ATTACKS</strong></p><p><strong>Physical:</strong> Poor</p><p><strong>Mystical:</strong> Good</p><p></p><p><strong>SAVES</strong></p><p><strong>Fortitude:</strong> Poor</p><p><strong>Reflex:</strong> Poor</p><p><strong>Will:</strong> Good</p><p><strong>Class Bonus (Alternate Rule):</strong> Wizards gain +1 bonus to all saves at 1st, 5th, 10, 15th, and 20th levels.</p><p><strong>Damage Threshold (Alternate Rule):</strong> 10 + Fortitude Save + Character Level</p><p></p><p><strong>FEATS</strong></p><p><strong>Starting Feats:</strong> Weapon Proficiency (Simple), Mystical Sensitivity (Arcane), Arcane Preparation</p><p><strong>Character Feats:</strong> Characters gain character feats at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level.</p><p><strong>Class Feats:</strong> Wizards gain a class feat at each even level starting at level two.</p><p></p><p><strong>TALENTS</strong></p><p><strong>Class Talents:</strong> Wizards gain a class talent at each odd level starting with level one.</p><p><strong>Bonus Talents:</strong> At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus talent. At each such opportunity, she can choose from the following talents trees: metamagic, item creation, or spell mastery. The wizard must still meet all prerequisites for a bonus talent, including caster level minimums. </p><p></p><p><strong>SPELLS</strong></p><p>A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). </p><p></p><p>To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. </p><p></p><p>Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is 1 + intelligence modifier per accessible spell level.</p><p></p><p>Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. </p><p></p><p><strong>ARCANE PREPARATION</strong></p><p><strong>Spellbooks:</strong> A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for cantrips, which all wizards can prepare from memory. </p><p></p><p>A wizard begins play with a spellbook containing three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.</p><p></p><p><strong>Metamagic Talent Tree</strong></p><p></p><p><strong>Intensify Spell: </strong>You increase the damage inflicted by any damage causing spell. To accomplish this, you must make a Spellcraft check. The DC depends on the desired amount of increase to the damage, as well as the spell level. Saving throws and opposed rolls are not affected, nor are spells without random variables. A character may enlarge one spell per encounter. It requires a swift action to intensify a spell.</p><p></p><p><strong>DC/ Result</strong></p><p>15 + spell level: Increase damage by 25 percent</p><p>18 + spell level: Increase damage by 50 percent</p><p>23 + spell level: Increase damage by 75 percent</p><p>30 + spell level: Increase damage by 100 percent</p><p></p><p><strong>Enlarge Spell:</strong> You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Enlarging a spell requires a Spellcraft check of DC 15 + spell level. Failing a check does not result in the loss of the spell. A character may enlarge one spell per encounter. It requires a swift action to enlarge a spell.</p><p>Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. </p><p></p><p><strong>Extend Spell: </strong>An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Extending a spell requires a Spellcraft check of DC 15 + spell level. A character may enlarge one spell per encounter or one spell per 4 ranks in Spellcraft per day. It requires a swift action to extend a spell.</p><p></p><p><strong>Quicken Spell:</strong> Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per encounter. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft check DC 20 + spell level. Casting a quickened spell doesn’t provoke an attack of opportunity. </p><p></p><p><strong>Still Spell:</strong> A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell requires a Spellcraft check of DC 15 + spell level. A character may still one spell per encounter. It requires a swift action to still a spell.</p><p></p><p><strong>Silent Spell:</strong> A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft check of DC 15 + spell level. A character may silence one spell per encounter. It requires a swift action to silence a spell.</p><p></p><p><strong>Widen Spell:</strong> You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell requires a Spellcraft check DC 19 + spell level. Spells that do not have an area of one of these four sorts are not affected by this feat. A character may widen one spell per encounter. It requires a swift action to widen a spell.</p></blockquote><p></p>
[QUOTE="Belen, post: 4374250, member: 1405"] So I have been tinkering with meshing the elements of Saga that I love with D&D3.5. I have made some decisions (feel free to comment) to change things to make them a bit simpler. I have added Physical and Mystical attacks. These are the basic BaB arrays. I plan to eliminate touch attacks in favor of the mystical attack. Thus, a wizard has a good MaB and uses that when attacking with spells. Good attack array: 1/level Average attack array: 1/2 levels Poor attack array: 1/3 level Good save array: 1/2 levels Poor save array: 1/3 levels [B]WIZARD[/B] [B]Alignment:[/B]Any [B]Hit Die:[/B] d6 [B]SKILLS[/B] [B]Class Skills:[/B] Craft (INT), Decipher Script (INT), Endurance (CON), Gather Information (CHA), Initiative (DEX), Knowledge, Any (INT), Speak Language (INT), Spellcraft (INT) [B]Points:[/B] 4 + intelligence modifier; 1st level- [(4 + intelligence modifier) x4] [B]Trained (Alternate Rule):[/B] (4 + Intelligence modifier) [B]ATTACKS[/B] [B]Physical:[/B] Poor [B]Mystical:[/B] Good [B]SAVES[/B] [B]Fortitude:[/B] Poor [B]Reflex:[/B] Poor [B]Will:[/B] Good [B]Class Bonus (Alternate Rule):[/B] Wizards gain +1 bonus to all saves at 1st, 5th, 10, 15th, and 20th levels. [B]Damage Threshold (Alternate Rule):[/B] 10 + Fortitude Save + Character Level [B]FEATS[/B] [B]Starting Feats:[/B] Weapon Proficiency (Simple), Mystical Sensitivity (Arcane), Arcane Preparation [B]Character Feats:[/B] Characters gain character feats at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level. [B]Class Feats:[/B] Wizards gain a class feat at each even level starting at level two. [B]TALENTS[/B] [B]Class Talents:[/B] Wizards gain a class talent at each odd level starting with level one. [B]Bonus Talents:[/B] At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus talent. At each such opportunity, she can choose from the following talents trees: metamagic, item creation, or spell mastery. The wizard must still meet all prerequisites for a bonus talent, including caster level minimums. [B]SPELLS[/B] A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is 1 + intelligence modifier per accessible spell level. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. [B]ARCANE PREPARATION[/B] [B]Spellbooks:[/B] A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for cantrips, which all wizards can prepare from memory. A wizard begins play with a spellbook containing three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own. [B]Metamagic Talent Tree[/B] [B]Intensify Spell: [/B]You increase the damage inflicted by any damage causing spell. To accomplish this, you must make a Spellcraft check. The DC depends on the desired amount of increase to the damage, as well as the spell level. Saving throws and opposed rolls are not affected, nor are spells without random variables. A character may enlarge one spell per encounter. It requires a swift action to intensify a spell. [B]DC/ Result[/B] 15 + spell level: Increase damage by 25 percent 18 + spell level: Increase damage by 50 percent 23 + spell level: Increase damage by 75 percent 30 + spell level: Increase damage by 100 percent [B]Enlarge Spell:[/B] You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Enlarging a spell requires a Spellcraft check of DC 15 + spell level. Failing a check does not result in the loss of the spell. A character may enlarge one spell per encounter. It requires a swift action to enlarge a spell. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. [B]Extend Spell: [/B]An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Extending a spell requires a Spellcraft check of DC 15 + spell level. A character may enlarge one spell per encounter or one spell per 4 ranks in Spellcraft per day. It requires a swift action to extend a spell. [B]Quicken Spell:[/B] Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per encounter. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft check DC 20 + spell level. Casting a quickened spell doesn’t provoke an attack of opportunity. [B]Still Spell:[/B] A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell requires a Spellcraft check of DC 15 + spell level. A character may still one spell per encounter. It requires a swift action to still a spell. [B]Silent Spell:[/B] A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft check of DC 15 + spell level. A character may silence one spell per encounter. It requires a swift action to silence a spell. [B]Widen Spell:[/B] You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell requires a Spellcraft check DC 19 + spell level. Spells that do not have an area of one of these four sorts are not affected by this feat. A character may widen one spell per encounter. It requires a swift action to widen a spell. [/QUOTE]
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