Dungeons & Delvers: Wizard Spells
Someone pointed out that it's possible for a 1st-level human wizard to start the game with either Fireball or Lightning Bolt (and every other race could pick it up by 2nd-level). Fireball inflicts 7d6+Intelligence fire damage to a 10-foot radius, while Lightning Bolt inflicts 6d10+Intelligence lightning damage to a single target (Reflex save for half in both cases).
Either talent costs 2d4 Mana per use. Yeah, you could luck out and get 2 (which is why I reduced the overall effectiveness of most spells), but you could also roll an 8, which for a 1st-level wizard with a Constitution of 0 or less is enough to drop you immediately: since Mana costs are paid before the spell goes off, this would mean you go down without anything happening at all.
By 2nd-level you'd have enough Mana to foot the cost even on a maximum Drain roll, though you'd have to mediate for several hours to replenish it (unless you're cool burning through your paltry WP and/or VP).
I'm not sure how much of a problem this really is. On one hand I'm pretty fine in theory with a wizard overspecializing and gambling knocking themselves out attempting to drop one big spell, and on the other hand it is a fuckton of damage (which could result in some pretty awesome stories where a wizard lucks out blowing an ogre apart with a lightning bolt).
What do you think?
For those that consider it an issue, here's a list of possible solutions (though I'm open to others and could implement more than one):
Dwarven Vault is our sixth 10+ Treasures volume. If you're interested in thirty dwarven magic items (including an eye that lets you shoot lasers) and nearly a dozen new bits of dungeon gear, check it out!
Just released our second adventure for A Sundered World, The Golden Spiral. If a snail-themed dungeon crawl is your oddly-specific thing, check it out!
By fan demand, we've mashed all of our 10+ Treasure volumes into one big magic item book, making it cheaper and more convenient to buy in print (which you can now do).
Either talent costs 2d4 Mana per use. Yeah, you could luck out and get 2 (which is why I reduced the overall effectiveness of most spells), but you could also roll an 8, which for a 1st-level wizard with a Constitution of 0 or less is enough to drop you immediately: since Mana costs are paid before the spell goes off, this would mean you go down without anything happening at all.
By 2nd-level you'd have enough Mana to foot the cost even on a maximum Drain roll, though you'd have to mediate for several hours to replenish it (unless you're cool burning through your paltry WP and/or VP).
I'm not sure how much of a problem this really is. On one hand I'm pretty fine in theory with a wizard overspecializing and gambling knocking themselves out attempting to drop one big spell, and on the other hand it is a fuckton of damage (which could result in some pretty awesome stories where a wizard lucks out blowing an ogre apart with a lightning bolt).
What do you think?
For those that consider it an issue, here's a list of possible solutions (though I'm open to others and could implement more than one):
- Reduce the base damage and have the spells automatically scale up to a point. Like, they could start out dealing two or three dice of damage (ie more than Evoker), and as you level up they deal more dice until they cap out.
- Change/increase the Mana cost. Currently the costs are mostly based on the spell point costs from 3rd/5th Edition: since a 3rd-level spell costs 5 spell points I pegged it at 2d4. I don't want to change it up too much, but I could do something like 1d6+2, which at least increases the minimum Drain.
- Impose a level restriction, so you can't even choose them until 5th-level.
Announcements
If you're curious about FrankenFourth and/or Dungeons & Delvers, you can find public alpha documents here and here respectively.Dwarven Vault is our sixth 10+ Treasures volume. If you're interested in thirty dwarven magic items (including an eye that lets you shoot lasers) and nearly a dozen new bits of dungeon gear, check it out!
Just released our second adventure for A Sundered World, The Golden Spiral. If a snail-themed dungeon crawl is your oddly-specific thing, check it out!
By fan demand, we've mashed all of our 10+ Treasure volumes into one big magic item book, making it cheaper and more convenient to buy in print (which you can now do).
"Darkness blacker than black and darker than dark, I beseech thee, combine with my deep crimson. The time of awakening cometh. Justice, fallen upon the infallible boundary, appear now as an intangible distortion! Dance, Dance, Dance! I desire for my torrent of power a destructive force: a destructive force without equal! Return all creation to cinders, and come from the abyss! EXPLOSION!"
ReplyDeleteI see nothing wrong with a wizard enamored with the glory that is explosion magic, even if they can only cast it once per day.
I literally came to the comments to make the same reference. Good job
Delete@Svafa: HA! Love that anime (Adam actually recommended it to Melissa and me).
DeleteWell we started a poll on the Dungeons & Delvers Google Plus community: go and vote! :-D
(LINK HERE: https://plus.google.com/+DavidGuyll/posts/CW264EBUeJr)
Konosuba for the win!!!!
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