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| Militia Join Date: Dec 2004 Location: Rim of Creation Age: 22
Posts: 12
Hírnév szint: 5 ![]() | Spell Specialization pros and cons So, it happened that one of my Exalted players wanted to run a little game of D&D, and I couldnt refuse him. Well, i could, but seeing as it could be loads of fun considering who the other players are, i decided to play. So I was thinking about playing a cynical wizard bastid with a bit strange set of attributes (high str con and dex), and i wanted him to Specialize in Necromancy... until i read what school specialization is. Correct me if Im wrong, but SS makes two perfectly good schools unusable (my choice) and gives me one spell slot per spell level. Is there any other benefit to SS? Something that would actually appeal to me enough to take it? Roleplaying aside, i could manage much better with a necromancy focused wizard without SS, and he'd have access to some nice and useful spells... So is there something Im missing?
__________________ I think, therefore you are. |
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| | #2 (permalink) |
| Trust The Zerg !!! | Re: Spell Specialization pros and cons
not sure, you get another known spell per LVL? over all, become a domain wizards (unearthed arcana) or use the elf wizard substitution LVL
__________________ Where are my snacks, and where the heck is my BBQ-sauce ??? |
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| | #3 (permalink) |
| Administrator | Re: Spell Specialization pros and cons
I think the spell slot per spell level bonus can be realy valuable or realy useless depending on how your DM runs the game. Why? Spell slots are valuable resources since you might end up without any spell remaining for a though encounter. In that case you would have to use your weapons. Isn't a few spells sounds MUCH better? IF you tend to use up all your spells for a day and still meet more encounters, getting this bonus IS valuable. If you don't use them between two rests anyway? Who cares.
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| | #4 (permalink) |
| Trust The Zerg !!! | Re: Spell Specialization pros and cons
oh as always busy wands with utility spells (knock, levitate, etc) and cure spells (vigor has the best HP/GP ratio, followed by cure light wounds) for between encounter healing scrolls are just more expensive then wands wand = number of charges (max 50) * spell level * caster level * 15 GP scroll = "number of charges" * spell level * caster level * 25 GP having wands with utility spells frees up slots for blasting and other spells where your caster level is important between encounter healing: "luke luke use the wand luke" a shame to use your high level spells to get your allies up, a want of vigor and a couple of minutes, sure it costs GPs but hey... 1 full wand of vigor cures a grand total of WHOOPING 550 HPs for just 750 GP you can easily cure a mid level party with that after an encounter and just take a tiny bit of the treasure to buy a new one (or make em your self for 375 GP and 18 or 19 XP)
__________________ Where are my snacks, and where the heck is my BBQ-sauce ??? |
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| | #5 (permalink) |
| Administrator | Re: Spell Specialization pros and cons
Cantrips are level 0 right? if I would use a wand with 50 charges, 0th level spell, 7th level caster, and 15 GP / charge 50*0*7*15 == 0! Isn't there a level 0 spell that heals 1 HP? And if it is free, then buy 1000 such 50 hp wands... |
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| | #6 (permalink) |
| Trust The Zerg !!! | Re: Spell Specialization pros and cons
for item creation etc counts a cantrip as LVL 0,5 so wand of cure minor wounds = 50 HP market price = 50 charges * 15 GP / Charge * 1 Caster Level * 0,5 Spell Level = 375 GP --> 50/375 = way more then 550/750 (wand vigor, 50 charges)
__________________ Where are my snacks, and where the heck is my BBQ-sauce ??? |
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| | #8 (permalink) |
| Trust The Zerg !!! | Re: Spell Specialization pros and cons
iirc they are going to remove the create item feats and make it rituals and also remove the xp costs i seriously doubt that there will be healing magic for free but since the magic system gets changed ... propably no more classic cantrips
__________________ Where are my snacks, and where the heck is my BBQ-sauce ??? |
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