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THM
2016-08-18, 04:55 PM
Hi

In a campaign I'm writing now, I'm toying with few ideas, one of them wizards' circles, each wizard, when he choose a specialty (if any) enter the 5th circle...
for example - John, abjurer of the fifth circle, he can challenge a wizard from a higher circle to a wizards' duel and if he win, he can take his place.

I'm thinking of limiting the number of mages per circle to:
1st - master
2nd circle - 5 members
3rd circle 20 members
4th circle 60 members
5th circle unlimited.

the benefits and costs -
for each circle the mage advance to, he choose one additional opposing school (each time a different) and in that schools, his targets get an advantage on all saving throws (which means that the higher the mage climb, the more specialist he will become)

In addition, the get these rewards -
5th circle - all spells of his specialty school count as if it was cast in 1 slot higher (for example, an invoker using 4th level slot to cast Fireball would be treated as if he used a 5th level slot)
4th circle - the mage select one 1st level spell from his school, this spell is now treated as a cantrip.
3rd circle - spells from specialty school now count as if they were cast two spell slot higher then they were.
2nd circle - choose a 3rd level spell from chosen school and treat it as cantrip (free casting and so on, but not effected by the free "raises")
1st circle (mastery) first spell from an "opposing school" cast per long rest does not have the penalties gained through the mastery.

my quick assessment - this option will give a choice to a strong character, stay low circle generalist or try to become a master of his school.
wizards will become slightly weaker since their greatest strength is their versatility but on the other hand, will give a greater distinction between the schools.


I would love to hear feedback on this idea.

JNAProductions
2016-08-18, 04:57 PM
Hi

In a campaign I'm writing now, I'm toying with few ideas, one of them wizards' circles, each wizard, when he choose a specialty (if any) enter the 5th circle...
for example - John, abjurer of the fifth circle, he can challenge a wizard from a higher circle to a wizards' duel and if he win, he can take his place.

I'm thinking of limiting the number of mages per circle to:
1st - master
2nd circle - 5 members
3rd circle 20 members
4th circle 60 members
5th circle unlimited.

the benefits and costs -
for each circle the mage advance to, he choose one additional opposing school (each time a different) and in that schools, his targets get an advantage on all saving throws (which means that the higher the mage climb, the more specialist he will become)

In addition, the get these rewards -
5th circle - all spells of his specialty school count as if it was cast in 1 slot higher (for example, an invoker using 4th level slot to cast Fireball would be treated as if he used a 5th level slot)
4th circle - the mage select one 1st level spell from his school, this spell is now treated as a cantrip.
3rd circle - spells from specialty school now count as if they were cast two spell slot higher then they were.
2nd circle - choose a 3rd level spell from chosen school and treat it as cantrip (free casting and so on, but not effected by the free "raises")
1st circle (mastery) first spell from an "opposing school" cast per long rest does not have the penalties gained through the mastery.

my quick assessment - this option will give a choice to a strong character, stay low circle generalist or try to become a master of his school.
wizards will become slightly weaker since their greatest strength is their versatility but on the other hand, will give a greater distinction between the schools.


I would love to hear feedback on this idea.

Just one word. Shield.

MrStabby
2016-08-18, 05:01 PM
So I would say its good, but adds a lot of power to some schools. If you were doing a high power campaign it could work but you might need something similar power for other classes.

Specter
2016-08-18, 05:14 PM
Treating a spell as a cantrip should be reserved to the high master, if anyone. It will break the game.

MrStabby
2016-08-18, 05:19 PM
Treating a spell as a cantrip should be reserved to the high master, if anyone. It will break the game.

Well this isn't such a big deal. A wizard of high level can do this anyway. If climbing up the ranks is a dead-man's-shoes style progression then you are already among the 6 most powerful wizards in the world anyway.

uraniumrooster
2016-08-18, 05:58 PM
The Illusionists' circle duels would be fun to watch.

THM
2016-08-19, 01:58 PM
For clerics/paladins (in my theocratic world they are the alpha)
Each god have 3 followers, first step from the devine, each of these got 200 followers (which treat them as cnnection to the devine) which are two steps from the devine.
Then each of these got 200 followers and so forth.

If a priest is killed, all hos followers lose their connection to their god and have to find new path, but! One can go on his master path, kill his master and get his place.

Since most of the gods are cruel, it is not frown upon if a cleric who lost his path (his master died) kill apriest on a path to make room for himself.

Bonuses and minus -
Four steps from the devine - normal.
Three steps - one spell per long rest have disadvantage on saves againt.
Two steps - save DC of spells cast on opposite alignment is 1 higher plus 3 steps bonuses
One step - spells cast on clerics on the path (servents of the cleric and their servent) are maximized.

The demands of the clerics bevome harder and more consuming the closer he get.

All paladins are two steps from the devine.