CreamCloud0
Hero
i've mentioned in threads before: i think the wizard really needs to loose a significant portion of their directly offensive spells and a few others and become functionally a 'magic toolbox' leaning into the magic utility-support role EDIT:wizards role should thrive on actually having and using those 'situational but powerful' spells, ironically i think you need to reduce their overall capabilities so you can appreciate what they can do when they do do it, turn those 'this problem is now not' into a peak of the wizard experience rather than the standard.
a wizard provides solutions to a good many problems with all their spells that do different things, casting fly to get over that canyon, dispell magic on that supernaturally locked door, detect thoughts on the enemy guard to learn information, those are the reasons you bring a wizard, but they are (comparatively) frail and lack versatile attacking solutions, a wizard contributes to a battle by hasting the frontline warrior, laying down a wall of fire, casting crown of madness the opposing side's brute, so even if their not dealing direct damage numbers they're still a force that shapes how the battle plays out
sure they can keep some of their iconic offensive spells, magic missile, chromatic orb, fireball, lighting bolt and so on, but with the core idea that casting those spells isn't the point of the wizard, their either lacking in base power/scalling(magic missile, chromatic orb) or difficult to apropriately target(fireball, lightning bolt)
subclasses then come in with expanded spell lists and extentions to what they can copy into their spellbooks to form highly thematic powersets (you are a necromancer, you know bane, summon + command undead, ray of sickness, and can scribe any spells that are in the school of necromancy or deal necrotic damage, you are an elementalist, you know sleet storm, call lightning, summon elemental, warding wind and can scribe evocation spells from the primal spell list(or something...))
a wizard provides solutions to a good many problems with all their spells that do different things, casting fly to get over that canyon, dispell magic on that supernaturally locked door, detect thoughts on the enemy guard to learn information, those are the reasons you bring a wizard, but they are (comparatively) frail and lack versatile attacking solutions, a wizard contributes to a battle by hasting the frontline warrior, laying down a wall of fire, casting crown of madness the opposing side's brute, so even if their not dealing direct damage numbers they're still a force that shapes how the battle plays out
sure they can keep some of their iconic offensive spells, magic missile, chromatic orb, fireball, lighting bolt and so on, but with the core idea that casting those spells isn't the point of the wizard, their either lacking in base power/scalling(magic missile, chromatic orb) or difficult to apropriately target(fireball, lightning bolt)
subclasses then come in with expanded spell lists and extentions to what they can copy into their spellbooks to form highly thematic powersets (you are a necromancer, you know bane, summon + command undead, ray of sickness, and can scribe any spells that are in the school of necromancy or deal necrotic damage, you are an elementalist, you know sleet storm, call lightning, summon elemental, warding wind and can scribe evocation spells from the primal spell list(or something...))
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