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General Tabletop Discussion
*Pathfinder & Starfinder
Wizards still cast Enchantment, Illusions, Necromancy
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3977961" data-attributes="member: 710"><p>What possibilites do exist at all to avoid this?</p><p></p><p>1) Spellcasting is seriously weakened. No more fly, teleport, cone of colds, gates or knock or polymorph spells (or the new variants seriously weakened. Knock might give a small bonus to Open Lock, Polymorph can only be done.</p><p></p><p>2) Spellcasting is delayed. At high levels, everyone has to become a spellcaster, at least if you want to continue advancing at all.</p><p></p><p>In some ways, D&D seems to go the 2nd route. The more powerful spells are moved to higher levels, or are at least distributed to different spellcasters so that a single spellcaster can't dominate because he has all the possible tricks available.</p><p>At the same time, non-spellcasters get power that will become more "flashy" with higher levels. At some point, even the barrier between "realistic" powers and magic might get breached. </p><p>The 2nd route seems to a bit lessened though, since even a high level fighter (barring multiclassing/class training feats) won't be running around casting fireball or fly, so even if it's "over-the-top", it's not like real magic.</p><p></p><p>It is noteable, I guess, that the power sources are not call martial & magic, but martial, divine and arcane. While arcane and divine implies magic, this doesn't rule out "martial magic" at higher levels.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3977961, member: 710"] What possibilites do exist at all to avoid this? 1) Spellcasting is seriously weakened. No more fly, teleport, cone of colds, gates or knock or polymorph spells (or the new variants seriously weakened. Knock might give a small bonus to Open Lock, Polymorph can only be done. 2) Spellcasting is delayed. At high levels, everyone has to become a spellcaster, at least if you want to continue advancing at all. In some ways, D&D seems to go the 2nd route. The more powerful spells are moved to higher levels, or are at least distributed to different spellcasters so that a single spellcaster can't dominate because he has all the possible tricks available. At the same time, non-spellcasters get power that will become more "flashy" with higher levels. At some point, even the barrier between "realistic" powers and magic might get breached. The 2nd route seems to a bit lessened though, since even a high level fighter (barring multiclassing/class training feats) won't be running around casting fireball or fly, so even if it's "over-the-top", it's not like real magic. It is noteable, I guess, that the power sources are not call martial & magic, but martial, divine and arcane. While arcane and divine implies magic, this doesn't rule out "martial magic" at higher levels. [/QUOTE]
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Community
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Wizards still cast Enchantment, Illusions, Necromancy
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