Caster Customization Options: Looking for feedback

Post/Author/DateTimePost
#1

Rogendo

Jul 23, 2015 8:10:41

I kind of feel like Wizard is missing a bit of the interesting flavor other classes get. I understand that, compared to a sorcerer, the wizard trades raw power for versatility, and has comparable longevity with Arcane Recovery, but I also feel like they are lacking something to show that they aren't simply defined by the archetypical school they choose.

 

In an attempt to find a way to give Wizard's base progression a bit more flavor (as opposed to altering each individual archtype) I took a look at the rules for spell casting, spell casting feats/features, and fighting styles that many of the physical combat classes get. This gave me the idea for "Casting Styles" (working title). Different from a school, a style is a particular aptitude, gleaned from study and practice, for manipulating the mechanical function of a spell, or how they cast them.

 

Reactive Casting: If you didn't attack or cast a spell on your turn, you can make a second reaction until the beginning of your next turn. This reaction must be used to cast a spell with a casting speed of one reaction, and can not be to the same trigger of a previously cast reaction spell. You must be capable of making a reaction. A spell's description tells you exactly when it may be used as a reaction.

 

Opportune Cantrip: If a hostiles creature's movement provokes an attack of opportunity from you, you can use your reaction to cast a damaging cantrip with a speed of one action instead.

 

Far cast: When you cast a spell that requires you to make a ranged attack roll, the range for that spell is increased by 5 feet times your spellcasting modifier, apply this bonus before any other range increases. You may learn one cantrip available to your class that requires an ranged attack roll.

 

Subtle Somatics: You have advantage on Dexterity (sleight of hand) checks to disguise the gestures used when casting spells that require somatic components. Creatures have disadvantage on Intelligence and Wisdom checks to identify the spell you are casting by sight alone, but can still react to your casting and the spell normally.

 

Force of Will: If an affect, such as dispell magic, would immediately end the effects of a spell you cast, that spell ends at the beginning of your next turn instead. If the spell requires you to maintain concentration for it to function, you must continue to do so to retain its benefits, but no longer make concentration checks due to damage. This feature does not apply to situations where you willingly cease concentration on a spell, end the effects of your own spell, or the spell ends due to incapacitation, death, or because the function of the spell would cause it to end. This does not affect the duration of your spells, and does not allow them to function in areas where magic doesn't work or is suppressed, such as in the antimagic gaze of a beholder.

#2

Tempest_Stormwind

Jul 23, 2015 9:52:48

Personally, I feel that because they have more subclasses than anyone else (meaning the class as a whole can be built in quite a few different ways), the largest spell list (so an individual wizard, having picked a subclass, can enjoy the greatest possible diversity from another wizard of the same subclass, unlike, for instance, Champion Fighters), and a method of spell acquisition that is both unique from wizard to wizard but also very rapid in how fast you learn them (two spells per level outpaces every spellcaster except the cleric, druid, and paladin, but a member of one of those classes knows exactly the same spells as every other member of the same class, subclass-depending), that wizards have plenty of versatility already.

 

That said:

 

Rogendo wrote:
#3

Rogendo

Jul 23, 2015 15:09:54

Thanks for your feedback.

 

I agree that these do infringe a bit too much on the things sorcerer has going for it. Looking back over these I realized they weren't what I really felt was missing for Wizards any way. They need more fluff (IE thieve's cant/remarkable athlete/tongue of sun and moon). Right now I am concerned the player I have playing a wizard is going to get tired of the fact he constantly has to cast a spell every time he wants to do something cool (some of the casting schools let you do this, some of them don't).

 

Another idea I had was giving them something similar (in idea, not specific mechanics) to Warlock pacts, which take the form of spell book customization. Like, maybe if a wizard draws ponies on the cover of his spell book he will often find that horses really like him.

(Reply to #3)

shaktari

quote="Rogendo"]

Thanks for your feedback.

 

I agree that these do infringe a bit too much on the things sorcerer has going for it. Looking back over these I realized they weren't what I really felt was missing for Wizards any way. They need more fluff (IE thieve's cant/remarkable athlete/tongue of sun and moon). Right now I am concerned the player I have playing a wizard is going to get tired of the fact he constantly has to cast a spell every time he wants to do something cool (some of the casting schools let you do this, some of them don't).

 [/quote]

 

Has the wizard player expressed or said anything to indicate he is being bored from casting spells? or with the wizard archetype? if not then dont worry about it, you might end up doing harm then good if you worry about what a player might do.

 

   If the player has made grumblings in that direction, then when you get a chance talk with the individual and see what exactly they are bored with.  Because i am not sure what you mean by having to cast a spell to do something cool? are we talking combat? because by that logic a warrior has to swing a weapon to do something in combat, so your just trading casting spells for swinging a weapon. and that wont change anything.