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Wizard: Essential Class or Scared Cow
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<blockquote data-quote="Dr Simon" data-source="post: 3599213" data-attributes="member: 21938"><p>A quick tutorial of AE magic:</p><p></p><p>There are three levels of difficulty of magic: Simple spells, Complex spells and Exotic spells.</p><p></p><p>All spellcasters can cast Simple spells. Only the Magister class can cast Complex spells (they are the wizardy ones who can do little else - crap BAB, proficient in one (! ) weapon and 2 skill points (although as Int-based casters this usually isn't the case). Other spellcasting classes can gain access to Complex spells via a feat for each level of spell that they wish to cast (thus Complex Spell Level 3, for example). Exotic spells usually require a feat *each* to learn.</p><p></p><p>Other feats alter this access. If you take Fire Mage, for example, you can access all spells with the fire descriptor at one band higher. If you are a simple spelllcaster, you get complex fire spells. If you can cast complex spells of that level, you get exotic fire spells. And so on.</p><p></p><p>So: From a baseline, you can shape the type of spells that your character can cast.</p><p></p><p>All spellcasters prep spells like a cleric or druid; that is, they have access to *all* spells on their list and may choose daily. They then cast them like a sorcerer - all spellcasting classes have a number of spells that they can prepare per day, then a different number of slots that they can use to power those spells.</p><p></p><p>Then: You can combine three slots of one level to form one of a higher level, or 'unweave' a slot to give two lower level slots. You can weave up as much as you like, down only once.</p><p></p><p>And: All spells can be cast as if one level higher (heightened) or one lower (diminished). For each spell this laters it somehow. Sometimes it changes duration or damage, in some cases it adds or removes a particular effect. For example, a spell that normally only affects creatures of your own type may affect other types when heightened, and give a saveing throw bonus when diminished. </p><p></p><p>These two effects give great flexibility to how a spellcaster uses his resources, and you really can play down to the last spell slot in a tough combat.</p><p></p><p>But there's more!</p><p></p><p>You can apply templates to spells. Most of the metamagic feats are subsumed under one feat: Modify Spell. To cast a modified spell uses two spell slots of the appropriate level. Recall above I mentioned Fire Mage? Well that, and other feats like it, also offer the use of a Fire Template. In this case, you sacrifice a 20gp ruby and add 1d6 fire damage to a spell. Other templates have different costs and different effects. Peaceful Mage, for example, gives the Subdual template which costs nothing and turns lethal damage to subdual damage. </p><p></p><p>It's a nice collection of simple innovations that adds together to a very flexible system.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 3599213, member: 21938"] A quick tutorial of AE magic: There are three levels of difficulty of magic: Simple spells, Complex spells and Exotic spells. All spellcasters can cast Simple spells. Only the Magister class can cast Complex spells (they are the wizardy ones who can do little else - crap BAB, proficient in one (! ) weapon and 2 skill points (although as Int-based casters this usually isn't the case). Other spellcasting classes can gain access to Complex spells via a feat for each level of spell that they wish to cast (thus Complex Spell Level 3, for example). Exotic spells usually require a feat *each* to learn. Other feats alter this access. If you take Fire Mage, for example, you can access all spells with the fire descriptor at one band higher. If you are a simple spelllcaster, you get complex fire spells. If you can cast complex spells of that level, you get exotic fire spells. And so on. So: From a baseline, you can shape the type of spells that your character can cast. All spellcasters prep spells like a cleric or druid; that is, they have access to *all* spells on their list and may choose daily. They then cast them like a sorcerer - all spellcasting classes have a number of spells that they can prepare per day, then a different number of slots that they can use to power those spells. Then: You can combine three slots of one level to form one of a higher level, or 'unweave' a slot to give two lower level slots. You can weave up as much as you like, down only once. And: All spells can be cast as if one level higher (heightened) or one lower (diminished). For each spell this laters it somehow. Sometimes it changes duration or damage, in some cases it adds or removes a particular effect. For example, a spell that normally only affects creatures of your own type may affect other types when heightened, and give a saveing throw bonus when diminished. These two effects give great flexibility to how a spellcaster uses his resources, and you really can play down to the last spell slot in a tough combat. But there's more! You can apply templates to spells. Most of the metamagic feats are subsumed under one feat: Modify Spell. To cast a modified spell uses two spell slots of the appropriate level. Recall above I mentioned Fire Mage? Well that, and other feats like it, also offer the use of a Fire Template. In this case, you sacrifice a 20gp ruby and add 1d6 fire damage to a spell. Other templates have different costs and different effects. Peaceful Mage, for example, gives the Subdual template which costs nothing and turns lethal damage to subdual damage. It's a nice collection of simple innovations that adds together to a very flexible system. [/QUOTE]
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