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rferries
2017-06-28, 04:14 AM
Here's a revision of my holistic spellcaster class (http://www.giantitp.com/forums/showthread.php?523762-The-Wizard-(primary-non-Vancian-spellcasting-class-replacing-all-others)#post21974855). Last time the consensus seemed to be that it had too many drawbacks, so I've removed most of them. I've highlighted the subtler changes from the 3.5 wizard.

Divine feats here.
(http://www.giantitp.com/forums/showthread.php?528629-Revamped-Wizard-Take-2-(Divine-Feats)&p=22141554#post22141554)Arcane feats (part one) here. (http://www.giantitp.com/forums/showthread.php?528741-Revamped-Wizard-Take-2-(Arcane-Feats-Abjuration-to-Enchantment)&p=22145822#post22145822)
Arcane feats (part two) here. (http://www.giantitp.com/forums/showthread.php?528867-Revamped-Wizard-Take-2-(Arcane-Feats-Evocation-to-Transmutation)&p=22149953#post22149953)
Miscellaneous feats. (http://www.giantitp.com/forums/showthread.php?529061-Revamped-Wizard-Take-2-(Misc-Arcane-and-Divine-Feats)&p=22155363#post22155363)

Wizard

Alignment
Any.

Hit Die
d4.

Class Skills
The wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (illusions) (Cha)*, Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).

*A wizard that makes a Perform (illusions) check must cast at least one illusion spell (or prestidigitation) during the performance. She gains an untyped bonus on the check equal to the highest spell level amongst the spells she cast during the performance.

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Wizard


Level
BAB
Fort
Save

Ref
Save

Will
Save

Special
Magic Points/Day
Maximum Spell Level Known


1st
+0
+0
+0
+0

Willpower
2
1st


2nd
+1
+0
+0
+0


4
1st


3rd
+1
+1
+1
+1

7
1st


4th
+2
+1
+1
+1

11
2nd


5th
+2
+1
+1
+1


16
2nd


6th
+3
+2
+2
+2


24
3rd


7th
+3
+2
+2
+2


33
3rd


8th
+4
+2
+2
+2


44
4th


9th
+4
+3
+3
+3

56
4th


10th
+5
+3
+3
+3


72
5th


11th
+5
+3
+3
+3


88
5th


12th
+6/+1
+4
+4
+4

104
6th


13th
+6/+1
+4
+4
+4

120
6th


14th
+7/+2
+4
+4
+4

136
7th


15th
+7/+2
+5
+5
+5

152
7th


16th
+8/+3
+5
+5
+5

168
8th


17th
+8/+3
+5
+5
+5

184
8th


18th
+9/+4
+6
+6
+6

200
9th


19th
+9/+4
+6
+6
+6

216
9th


20th
+10/+5
+6
+6
+6


232
9th



Class Features
All of the following are class features of the wizard.

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements; a wizard who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on Concentration checks while casting a spell.

Spells
A wizard casts spells which are drawn from the master spell list. She can cast any spell she has memorised, and may also cast ritual spells (see Spellbook and Spells Known, below).
The master spell list is all 3.5. spell lists combined. If a spell appears at different levels on different 3.5 spell lists, use the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. If a spell requires a divine focus the wizard must provide one but need not use one of a particular deity unless they have a [Divine] feat (in which case they must use a divine focus corresponding to their deity or deities).
Note also that wizards don't have to prepare spells in advance.
To learn or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Charisma modifier.

To cast a spell a wizard must spend magic points equal to the minimum wizard level needed to know that spell (e.g. 6 magic points for a 3rd-level spell). Cantrips cost 0 magic points.

A wizard's caster level is equal to their class level plus one-half their levels in all other classes plus their Charisma modifier.

Magic Points/Day
A wizard’s ability to cast spells is limited by the magic points he has available. His base daily allotment of magic points is given on Table: The Wizard, above. In addition, he receives bonus magic points per day if he has a high Wisdom score (see Table: Bonus Magic Points, below). His race may also provide bonus magic points per day, as may certain feats and items.

A wizard automatically regains magic points equal to their Wisdom modifier every hour, and completely regains their total magic points after 8 hours of rest.

Table: Bonus Magic Points




Wis Score





Bonus Magic Points (by Maximum Spell Level)






0th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th





12-13










1




1




1




1





1




1




1




1




1






14-15









1




4




4




4




4




4




4




4




4






16-17









1




4




9




9




9




9




9




9




9






18-19









1




4




9




16




16




16




16




16




16






20-21









2




5




10




17




26




26




26




26




26






22-23









2




8




13





20




29




40




40




40




40






24-25









2




8




18




25




34




45




58




58




58






26-27









2




8




18




32




41




52




65




80




80






28-29









3




9




19




33




51




62




75




90




107






30-31









3




12




22




36




54




76




89




104




121






32-33









3




12




24




38




56




78




104




119




136






34-35









3




12




27




48




66




88




114




144




161






36-37









4




13




28




49




76




98




124




154




188






38-39









4




16




31




52




77




110




136




166




200






40-41









4




16




36




57




84




117




156




186




220






42-43









4




16




36




64




91




124




163




208




242






44-45









5




17




37




65




101




134




173




218




269






46-47









5




20




40




68




104




148




187




232




283






48-49









5




20




45




73




109




153




205




250




301






50-51









5




20




45




80




116




160




212




272




323





Spellbook and Spells Known
All of a wizard's spells known must be inscribed in their spellbook. Thereafter they are divided into memorised spells and ritual spells.

Spellbook: A wizard begins play with a spellbook containing all 0-level spells but no others. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own, or research her own spells. A wizard does not gain any spells when leveling up. There is no limit to how many spellbooks (and corresponding inscribed spells) a wizard may accumulate.

Memorised Spells: These are spells that a wizard has committed to memory. A wizard may memorise a number of spells of each level she can cast equal to her Intelligence modifier, and thereafter may cast them freely without referring to her spellbook. She may replace a memorised spell with a different one from her spellbook by studying her spellbook for one day per level of the spells to be exchanged.

Ritual Spell: Wizards can cast spells directly from their spellbooks without having them memorised, but the process is a lengthy and painstaking ritual. For spells with a base casting time of less than one hour, a ritual to cast that spell requires one hour per spell level. For spells with a base casting time greater than one hour, multiply the casting time by the spell level to see how long the ritual will take. A wizard must spend twice the usual number of magic points when casting a spell as a ritual, and their spellbook becomes an additional focus component required by the spell during the ritual. All other requirements and effects of a spell cast as a ritual are unchanged.

Willpower (Su)
A wizard's magical might sometimes exceeds the rituals and formulae of spells to become expressions of pure supernatural Willpower. A wizard may gains a number of uses of Willpower per day equal to 3 + her Charisma modifier. Willpower is used to activate various [Arcane] and [Divine] feats, as well as to perform counterspells.

Counterspell: A wizard is adept at countering spells as well as casting them. When a wizard identifies an enemy's spell as it is being cast (via a successful Spellcraft check), she may attempt to counter that spell as an immediate action. She must spend one of her daily uses of Willpower as well as magic points equal to the cost of the spell to be countered, and then make an opposed caster level check (rolling 1d20 + caster level) against the enemy spellcaster. She automatically wins this check unless the enemy spellcaster also spends a use of Willpower, in which case both she and the enemy spellcaster may spend any number of spell points to gain a +1 bonus on their check for each spell point they spend in this way. If the enemy spellcaster wins the check the spell is successfully cast, but if they fail the spell is countered and dissipates with no effect.

A wizard with 5 or more ranks in Knowledge (http://www.d20srd.org/srd/skills/knowledge.htm) (arcana) gets a +2 bonus on opposed caster level checks to counter spells.

rferries
2017-06-28, 04:15 AM
Rationale
Note that this class is intended to replace all primary spellcasters. It's futile for me to hope that this wizard isn't a high-tier class, but perhaps it's not quite as beyond the fighter etc. as the current tier 1 & 2 classes?

Skills
Heal because wizards (especially clerics, druids, and necromancers) should understand the inner workings of living things. Sense Motive, Speak Language, and a social skill because wizards should be hard to fool and adept at persuading/tricking/terrifying others according to their alignment. Use Magic Device because even 3.5 wizards should have it!!!!!

Saves
Fiction is replete with powerful magic users who were corrupted by supernatural forces - Saruman (Lord of the Rings), Lorac (Dragonlance), Willow (Buffy the Vampire Slayer), etc., etc. A wizard has to rely on their wisdom for Will saves, they don't get any special protection by virtue of their class.

Magic Points
Using this variant (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) because Vancian casting (although a classic for a reason) isn't very intuitive outside of D&D. I orginally had psionicist magic point totals but have toned them down; could be toned down even to Bard totals depending on if people think it's too powerful.

Armor
The Concentration penalty is considerably less harsh than arcane spell failure, and if you multiclass (which should be encouraged) even that penalty is overcome.

Multiple Ability Dependent
I tried to make each mental ability score essential for the class, how'd I do?

Master Spell List
ALLLLLL SPELLS! This is the main attraction of this class, countered by the MADness, the poor saves, and the stingy spell allotment. When you remember that you're still limited by the action economy, I think in practice this class isn't much more powerful than the standard tier 1 classes.

Wisdom (reduction for magic point costs, and for regaining magic points)
I need everyone's opinion on these! Is the cost reduction too good? Is the point regeneration lacking? I'm tempted to make the point regeneration work like natural healing i.e. regain only 1 point per character level per day, then make a feat that increases that regenerationto every hour/minute/round even.

Caster Level
Even other classes contribute to this, to encourage multiclassing. Should it be more generous (3/4 of non-wizard levels), or even full caster level = character level?

Spellbook
Note that you don't get the three free 1st-level spells at character creation, only cantrips. Nor do you get two free spells each level -you have to research or purchase/loot all your spells or obtain them through the feats I'll be posting later.

Memorised and Ritual Spells
As spontaneous as a sorcerer, but almost as versatile as a 3.5 wizard (though it takes you much longer to switch your spell selection).

Sagacity
Wizards should be knowledgeable; these points free up your base skill points for the extra class skills I assigned. Even primitive shamans should have plenty of ranks of Knowledge (arcana, nature, religion, the planes), to better prepare their tribes against supernatural threats.

Willpower and Counterspelling
An easier and more viable mechanic than the current counterspelling, plus willpower attempts will be used to fuel the feats I'll be posting (e.g. for turning undead, rebuking outsiders, using Saruman's Voice, etc.).
n.b. With respect to dispel magic/greater dispel magic... they can still be used to counterspell (circumventing your limit of Willpower uses per day) but 1) you have to spend their base magic point cost, plus the cost of the spell to be counterspelled and 2) they have a limit on your caster level, so you'll have to pump even more magic points in to boost your opposed level check.

AOKost
2017-06-29, 03:57 AM
In the games I run, using Custom Characters, I use a very similar system, and it works great. The only difference is that magic is split up under Spellcraft, so there's Spellcraft (Universal) that is required to learn any of the other schools of magic by spending a skill point to gain a 'caster level' of a particular school. This also forces players to specialize in what they can cast.

I like the Wisdom spell point (mana) regeneration / hour, though you would be justified if making it a transition to per hour by feat.

The accessibility to all spells is great, and you're right about action economy. I describe it like this: Different casters have different "traditions" to cast their spells, and hence some 'classes' gain the same spell at different spell levels. But this also inclines a character to look for the right person to learn a particular spell so they don't have to keep casting the same spell at a higher level and therefore cost. This should also bring out some role-play opportunities as the character should always be talking to ANYONE that they think can teach them a new spell...

And that brings me to the cost of spells. I understand why you went with the cost of a spell being equal to the level that a character would normally gain access to that level of spell, but I much prefer using one point per spell level to keep it a bit more simple. I set a limit on the number of spells that are 'memorized' that are chosen once, and with 15 minutes of study, they can change out one spell for another of the same level. They can only have a number of spells memorized in each level equal to their Intelligence modifier.

I like the option to cast spells as rituals.

Access to that kind of spell list makes me drool to be a better artificer.... then again, the Psionic Artificer can be Tier 0 according to some sources.

I would suggest increasing the number of Magic Points/Spell Points/Mana to be equal to a Psion.

The Counterspelling ability using Willpower (I thought it odd that you would use Charisma to determine number of uses per day instead of Wisdom, but I do understand you're trying to make this class MAD...) shouldn't require the initial Mana (Spell Point) cost, but the bonus from spending additional Mana should be kept. The use of Willpower shouldn't force you to spend Mana, at least in my opinion. The rest of how the ability works I feel looks like a great idea, and can't wait to try it out in my own games!

Making a player invest in mental stats is great! though you might find it difficult having that player play a character that's as smart or wise, or even charismatic as the character actually is...

The skill inclusions you make are the right choices. Wizards should have always had Use Magic Device. Not knowing how to take care of physical woulds doesn't make much sense to me either, so nice inclusion. With dealing with people as much as this variation is likely to be doing, being able to Sense Motive is a great trait, as is the ability to learn new languages too, especially with the amount of books their going to be going through trying to find new magic!

I like the way you included the concentration amendment when wearing armor that you're not proficient with, and that being removed altogether if you're proficient with the armor you're wearing.

I would suggest that you think about having a capstone ability... something along the lines of "One with Power" that describes how the character has actually become so infused with the different kinds of magic that they have learned to become virtually "immortal". They can still be killed, but an automatic effect that brings them back in a week that can be used once a year or some such.

You might consider some Feats that grant abilities like classes that require a specific level they can be taken. For example: Turn & Rebuke Undead, requrires level 5, and healing / harming spells learned, or that you have an Aura, that was learned as a Feat at level 3...

That makes me think this class should have some extra feats...

Sagacity is a great idea, though I feel a few people might not like it that much.

Maybe at level 10 it can start to pick up some psionic tricks... lol sorry, I'll stop drooling and making a wish list XD

Ziegander
2017-06-29, 11:40 AM
The cost reduction from Wisdom seems like an awful idea. Casting 2nd and 3rd level spells for 1 MP as soon as you get them is possible and makes me uncomfortable. Though I actually really like that you don't automatically add spells to your spellbook as you gain levels.

rferries
2017-06-29, 03:57 PM
AOKost - thanks for the very detailed reply!

I agree that the MP costs are simpler if they just equal spell level, but I assume the spell point variant and psionics are more balanced (as they're official material and therefore have been playtested etc.)

I originally had the psion magic point totals but bumped it down to this; lt's see if more people agree with you about bumping it back up.

Counterspelling- I based Willpower off of Charisma to 1) emulate turn undead attempts/day (which as you saw in the other thread is a recurring theme) and 2) because Charisma is meant to be force of personality (see Charisma-based save DCs of monsters) whereas Wisdom is more resistance to such forces (see Will saves, Sense Motive, etc.), though I admit the flavour can be interpreted in other ways. Since Willpower is about exerting your will on other creatures/spells I felt Charisma worked better - the name could be changed of course though! I agree with you that maybe spending Willpower is a sufficient price without also spending the spell's cost in MP

Capstone abilities are tricky - your idea is great but this class is meant to be open ended (in that one player can build it into a tyrannous Arch-Necromancer, another into a pious High Priest, etc.) It's hard to think of one capstone that fits all the options (except maybe simple immortality/immunity to old age along the lines of your idea).

You saw the thread of divine feats, rest assured more class abilities in feat form are to come! :)

I actually think Sagacity might be overpowered now - the specialist wizard feats I'll be posting soon require ranks in various knowledge skills and those requirements are negated by all the free skill points that Sagacity gives. Imight reduce it to 2 skill points per level, or 1, or remove it entirely.

Thanks again for the feedback!


The cost reduction from Wisdom seems like an awful idea. Casting 2nd and 3rd level spells for 1 MP as soon as you get them is possible and makes me uncomfortable. Though I actually really like that you don't automatically add spells to your spellbook as you gain levels.

Yes, I'm inclined to agree with you (as mentioned in the other thread). Even without spellcasting bonuses I think wisdom is too powerful in this system... I may have to remove the Cha bonus to caster level as well.

AOKost
2017-06-29, 05:14 PM
AOKost - thanks for the very detailed reply!
I actually think Sagacity might be overpowered now - the specialist wizard feats I'll be posting soon require ranks in various knowledge skills and those requirements are negated by all the free skill points that Sagacity gives. Imight reduce it to 2 skill points per level, or 1, or remove it entirely.

Thanks again for the feedback!



Yes, I'm inclined to agree with you (as mentioned in the other thread). Even without spellcasting bonuses I think wisdom is too powerful in this system... I may have to remove the Cha bonus to caster level as well.

I like the thematic aspect of Sagicity. Maybe make it into a Feat that requires Wizard level 4...

I really like the idea of using Wisdom bonus to reduce the cost of spells. Maybe reduce the amount it reduces to 1/2 or 1/3 of the total modifier bonus is used to subtract from the total cost. Even though this ability has a huge impact on lower level spells, it has much less effect on higher level spells though it does still increase the number of spells cast per day. If you use the suggest costs, then that will change many aspects of what you can do with metamagic and other effects. I personally like the idea of a Wizard being able to use their lower level spells more freely, and much more ably. Some might see this as OP but I don't at all. It helps Wizards keep up with Fighters at lower levels, and gives more options overall, though some might say that's exactly what makes magic users 'fair' at lower levels since they are so powerful at higher levels...

rferries
2017-06-29, 11:05 PM
I just edited Sagacity down to 2 skill points, though the idea of making it a feat too is very attractive.

I've thought about Wisdom cost reduction but have decided to remove it entirely. You're right in that it's immaterial at high levels, but at low levels there's already the point regeneration so wizards should never be fully running on empty. Ziegander made a good point about spells getting too cheap too quickly - I like your fractional Wis modifier reduction idea but I think that'll get pretty complex pretty quickly (and this class is already a headache, as evidenced by all the feats :D).

nonsi
2017-06-29, 11:42 PM
The cost reduction from Wisdom seems like an awful idea. Casting 2nd and 3rd level spells for 1 MP as soon as you get them is possible and makes me uncomfortable. Though I actually really like that you don't automatically add spells to your spellbook as you gain levels.

I second that motion.
Twenty 9th level spells a day at level 18 (easily achievable) is disproportional by any standard.
The same goes for practically any SL (at any level) your Wizard gains access to.

In the second spoiler here (http://www.giantitp.com/forums/showsinglepost.php?p=18777377&postcount=4), I suggest a spellpoints-system that keeps spellcasters at a reasonable level of power. If you incorporate your suggestion for hourly spellpoints recovery - capped by Wizard-level - this could work decently.

rferries
2017-06-30, 12:39 AM
I second that motion.
Twenty 9th level spells a day at level 18 (easily achievable) is disproportional by any standard.
The same goes for practically any SL (at any level) your Wizard gains access to.

In the second spoiler here (http://www.giantitp.com/forums/showsinglepost.php?p=18777377&postcount=4), I suggest a spellpoints-system that keeps spellcasters at a reasonable level of power. If you incorporate your suggestion for hourly spellpoints recovery - capped by Wizard-level - this could work decently.

I've removed the cost reduction. Your system looks nifty too, I'll think about editing it in.

rferries
2017-07-03, 02:52 AM
Changes:

1) Added the social skills flat-out rather than giving a choice of one of them. Added Perform (illusions)

2) Removed Sagacity and made it into a feat in the miscellaneous feats thread.

3) Bumped up skill points; Intelligence is probably still the most important stat for the class but given that the Arcane and Divine feats all have skill taxes I felt they needed some extra help with skill points.