Wizard improvement ideas
Oct 17, 2017 15:10:16 GMT
Enius the White, jeanhelixü, and 4 more like this
Post by simpetar on Oct 17, 2017 15:10:16 GMT
This thread will not reintroduce or elaborate on the sorc vs. wizard imbalance, other threads already do that. Instead, these ideas are purely for improving wizard potential, and some of them are meant to address the core issues. Few of these suggestions are blatantly deliberately OP, but I am writing them anyways for inspiration, as they can be tuned down.
Unless stated otherwise, all the following ideas are for legendary characters with wizard CC that don't belong to a quasiclass and they include LLs (but not PLs).
1. Cantrips
- At wizard 40, all spells that occupy lvl 1 slots are considered cantrips. They can be cast at will and they are not affected by amnesia. Other characteristics (CL, DC, SP, spell failure, silence etc.) remain unchanged.
- At wizard 50 this applies to spells occupying lvl 2.
- At wizard 60 this applies to spells occupying lvl 3.
- This only affects spells that really occupy the the respective slot, for instance pure wizard can cast extended Ghostly Visage (lvl 3) at will, but not extended Fireball (lvl 4).
2. Specialization
- At wizard 30, a specialist needs to bar only 1 school of magic.
- At wizard 45, the character does not have to bar any school when specializing.
- At wizard 60, the character may specialize in 2 schools, bar none. This also allows the wizards to take (another) PSK without previous PSF perequisite in the school, as long as they have LSF.
3. Spellcraft
- Legendary wizards use spellcraft to boost damage of spells that deal exotic types (meteors, FoDs, prismatic spray etc.). The formula is ((Spellcraft - 20)/2)% increase, up to +50% increase at Spellcraft 120 including modifiers.
4. Augmented metamagic
For legendary wizards, metamagic spells are improved in the following ways:
- Extended spells will triple in duration, rather than double.
- Empowered spells have their effects increased 1.7 times, rather than 1.5.
- Maximized spells are automatically cast with 3 temporary CLs (not stacking with ED or similar effects)
- Still spells may be cast while being knocked down. (applies only to spells, not other actions)
- Silent spells may be cast under influence of daze or stun.
- Quickened spells cast on an enemy will force the target to roll twice against the DC check and pick the worse result. (This is to simulate 2 spells cast in a rapid succession, if swift actions are undesirable or problematic)
- All these improvements also apply to automatic metamagic feats.
Unless stated otherwise, all the following ideas are for legendary characters with wizard CC that don't belong to a quasiclass and they include LLs (but not PLs).
1. Cantrips
- At wizard 40, all spells that occupy lvl 1 slots are considered cantrips. They can be cast at will and they are not affected by amnesia. Other characteristics (CL, DC, SP, spell failure, silence etc.) remain unchanged.
- At wizard 50 this applies to spells occupying lvl 2.
- At wizard 60 this applies to spells occupying lvl 3.
- This only affects spells that really occupy the the respective slot, for instance pure wizard can cast extended Ghostly Visage (lvl 3) at will, but not extended Fireball (lvl 4).
2. Specialization
- At wizard 30, a specialist needs to bar only 1 school of magic.
- At wizard 45, the character does not have to bar any school when specializing.
- At wizard 60, the character may specialize in 2 schools, bar none. This also allows the wizards to take (another) PSK without previous PSF perequisite in the school, as long as they have LSF.
3. Spellcraft
- Legendary wizards use spellcraft to boost damage of spells that deal exotic types (meteors, FoDs, prismatic spray etc.). The formula is ((Spellcraft - 20)/2)% increase, up to +50% increase at Spellcraft 120 including modifiers.
4. Augmented metamagic
For legendary wizards, metamagic spells are improved in the following ways:
- Extended spells will triple in duration, rather than double.
- Empowered spells have their effects increased 1.7 times, rather than 1.5.
- Maximized spells are automatically cast with 3 temporary CLs (not stacking with ED or similar effects)
- Still spells may be cast while being knocked down. (applies only to spells, not other actions)
- Silent spells may be cast under influence of daze or stun.
- Quickened spells cast on an enemy will force the target to roll twice against the DC check and pick the worse result. (This is to simulate 2 spells cast in a rapid succession, if swift actions are undesirable or problematic)
- All these improvements also apply to automatic metamagic feats.