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<blockquote data-quote="ECMO3" data-source="post: 9106048" data-attributes="member: 7030563"><p>I think Wizards are pretty good right now, but there are a few things I would like to see to improve them and put them really into a spellcasting class all their own:</p><p></p><p>1. Remove all weapon proficiencies. If they are shooting a crossbow or swinging a staff they are doing it with no proficiency bonus, unless they got the proficiency elsewhere.</p><p></p><p>2. Access to all spells. The Wizard list is the best list, but they are a bit weak right now on healing and primal magic. As practitioners of the magic art they should be allowed to learn any spell. While a Cleric has his god giving him spells, the Wizard can study and figure out how to channel this type of divine magic. Wizards would still have to have spells in their book.</p><p></p><p>3. No automatic spells at level up. They start with the normal 6 1st level spells, but every other spell in their book either needs to be found or they need to spend downtime and money doing research to add it. If they have seen the spell being cast they can cut the research time in half and if they have a willing partner who knows the spell and will spend time aiding them they can cut the time to 1 day and 50gp per spell level (25 gp if in the same school).</p><p></p><p>4. Single-class Wizards from one of the spell schools get a single extra spell slot of the highest level which recharges on every short rest, but the slot must be used to cast a spell from your spell school. So if you are playing War Magic or Bladesinger or any multiclass this does not apply to you but a single class Enchantment Wizard has a rechargable slot for an Enchantment spell and Evoker for an Evocation .... and could use that Evocation on cure wounds or heal. Single class Bladesingers and War Wizards would get proficiency in simple and martial weapons at 2nd level instead of this rechargeable spell slot.</p><p></p><p>5. Ability to cast a spell as a ritual if it is in your spell book, even if it does not have the ritual tag. But you can cast do this no more than once a day.</p><p></p><p>5. Extra spell casting feat at 6th, 10th and 14th level. This can't be used for an ASI, but must be used for a feat that provides a spell or is related to casting spells. So Metamagic Adept or Warcaster or Fey Touched would work, but not Pole Arm Master. Also if it is a half-feat you do not get the stat boost. Finally, since you do this through study, you ignore all prerequisites and restrictions on this. So you could get Drow High Magic without being a Drow for example. You can also replace this feat with another spellcasting feat at any level you get a feat, so this is one way to add more spells to your book if you are playing in a game that does not have a lot of downtime or scrolls.</p><p></p><p></p><p>Doing these things would really separate the Wizards from the other full casters and put them in a class of their own as "the magic class".</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9106048, member: 7030563"] I think Wizards are pretty good right now, but there are a few things I would like to see to improve them and put them really into a spellcasting class all their own: 1. Remove all weapon proficiencies. If they are shooting a crossbow or swinging a staff they are doing it with no proficiency bonus, unless they got the proficiency elsewhere. 2. Access to all spells. The Wizard list is the best list, but they are a bit weak right now on healing and primal magic. As practitioners of the magic art they should be allowed to learn any spell. While a Cleric has his god giving him spells, the Wizard can study and figure out how to channel this type of divine magic. Wizards would still have to have spells in their book. 3. No automatic spells at level up. They start with the normal 6 1st level spells, but every other spell in their book either needs to be found or they need to spend downtime and money doing research to add it. If they have seen the spell being cast they can cut the research time in half and if they have a willing partner who knows the spell and will spend time aiding them they can cut the time to 1 day and 50gp per spell level (25 gp if in the same school). 4. Single-class Wizards from one of the spell schools get a single extra spell slot of the highest level which recharges on every short rest, but the slot must be used to cast a spell from your spell school. So if you are playing War Magic or Bladesinger or any multiclass this does not apply to you but a single class Enchantment Wizard has a rechargable slot for an Enchantment spell and Evoker for an Evocation .... and could use that Evocation on cure wounds or heal. Single class Bladesingers and War Wizards would get proficiency in simple and martial weapons at 2nd level instead of this rechargeable spell slot. 5. Ability to cast a spell as a ritual if it is in your spell book, even if it does not have the ritual tag. But you can cast do this no more than once a day. 5. Extra spell casting feat at 6th, 10th and 14th level. This can't be used for an ASI, but must be used for a feat that provides a spell or is related to casting spells. So Metamagic Adept or Warcaster or Fey Touched would work, but not Pole Arm Master. Also if it is a half-feat you do not get the stat boost. Finally, since you do this through study, you ignore all prerequisites and restrictions on this. So you could get Drow High Magic without being a Drow for example. You can also replace this feat with another spellcasting feat at any level you get a feat, so this is one way to add more spells to your book if you are playing in a game that does not have a lot of downtime or scrolls. Doing these things would really separate the Wizards from the other full casters and put them in a class of their own as "the magic class". [/QUOTE]
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