New Wizard Class (Warlock or Thaumaturge)
amubakuba
Member Posts: 2
[Forgive me if this has already been discussed; I'm new to the forums, and sorry about the length]
What do people think about adding a new wizard class [perhaps a Thaumaturge or Warlock, though the name doesn't really matter] that would combine the hallmark abilities of the mage and sorcerer (allow casting of spells without memorization but also allow the learning of spells from scrolls)? I enjoy both classes as is, but think it would add a lot to also have the option of playing a character who could make use of a lot of the less popular spells in the game (those that are rarely useful or never necessary but still would be fun to cast on occasion). It isn't normally prudent to waste spells slots on a lot of the spells in the game as a mage, and they never get cast by a sorcerer because they aren't worth choosing as a spell.
This would mean a big power boost (although not that large at the end of the game when both the sorcerer and mage can cast just as many or more of the most desirable spells anyways), but this could be mitigated in a lot of ways [see below]. The idea is that the wizard dedicated him/herself completely to the study of magic and neglected any sort of physical training. The archmage has also taken a vow to use magic as a first line of attack/defense, only using weaponry as a last resort (thus the weaponry ban; based off the Dragonlance book series in which mages could only use staves and daggers, if I remember correctly).
Warlock (or Thaumaturge?)
-Casts spells without memorization (per mage progression chart)
-Can learn spells from scrolls
-Maximum strength = 6 (cannot be raised by items)
-Maximum constitution = 8 (cannot be raised by items)
-Gains d3 hitpoints per level (compared to d4 for sorcerers/mages)
-Speed factor reduced by 2 (would be frustrating when traveling, but would illustrate having a weak companion and seriously hamper on the battlefield, as the archmage couldn't outrun standard opponents)
-May only use a staff and/or dagger (no missile weapons)
-Receives no weapon proficiency points
With these abilities/restrictions, the wizard would probably even be a weaker character in the endgame than the sorcerer or mage (mainly due to the extremely low hit points the character would have). In the early game it almost for sure would be weaker, with the lack of a sling option and the reduced movement speed (no boots of speed yet). It still would be a very fun class to play, as it would bring a lot of variety to battles and allow those "rarely used and only memorized as necessary" spells to be brought out occasionally. It would also allow mage spells to be brought somewhat into the non-combat game without the hassle of resting constantly to re-memorize spells (which just isn't worth it in a lot of cases, and is unrealistic in many others.
If this was actually going to be implemented, the spell selection system might need reworking, as it would be a pain to scroll through every spell in the game every time a spell is cast. Perhaps being able to cast from the spellbook (haven't actually tested to see if that can already be done).
Let me know what you think. From my own perspective at least, a class similar to this one would be a lot of fun to play.
What do people think about adding a new wizard class [perhaps a Thaumaturge or Warlock, though the name doesn't really matter] that would combine the hallmark abilities of the mage and sorcerer (allow casting of spells without memorization but also allow the learning of spells from scrolls)? I enjoy both classes as is, but think it would add a lot to also have the option of playing a character who could make use of a lot of the less popular spells in the game (those that are rarely useful or never necessary but still would be fun to cast on occasion). It isn't normally prudent to waste spells slots on a lot of the spells in the game as a mage, and they never get cast by a sorcerer because they aren't worth choosing as a spell.
This would mean a big power boost (although not that large at the end of the game when both the sorcerer and mage can cast just as many or more of the most desirable spells anyways), but this could be mitigated in a lot of ways [see below]. The idea is that the wizard dedicated him/herself completely to the study of magic and neglected any sort of physical training. The archmage has also taken a vow to use magic as a first line of attack/defense, only using weaponry as a last resort (thus the weaponry ban; based off the Dragonlance book series in which mages could only use staves and daggers, if I remember correctly).
Warlock (or Thaumaturge?)
-Casts spells without memorization (per mage progression chart)
-Can learn spells from scrolls
-Maximum strength = 6 (cannot be raised by items)
-Maximum constitution = 8 (cannot be raised by items)
-Gains d3 hitpoints per level (compared to d4 for sorcerers/mages)
-Speed factor reduced by 2 (would be frustrating when traveling, but would illustrate having a weak companion and seriously hamper on the battlefield, as the archmage couldn't outrun standard opponents)
-May only use a staff and/or dagger (no missile weapons)
-Receives no weapon proficiency points
With these abilities/restrictions, the wizard would probably even be a weaker character in the endgame than the sorcerer or mage (mainly due to the extremely low hit points the character would have). In the early game it almost for sure would be weaker, with the lack of a sling option and the reduced movement speed (no boots of speed yet). It still would be a very fun class to play, as it would bring a lot of variety to battles and allow those "rarely used and only memorized as necessary" spells to be brought out occasionally. It would also allow mage spells to be brought somewhat into the non-combat game without the hassle of resting constantly to re-memorize spells (which just isn't worth it in a lot of cases, and is unrealistic in many others.
If this was actually going to be implemented, the spell selection system might need reworking, as it would be a pain to scroll through every spell in the game every time a spell is cast. Perhaps being able to cast from the spellbook (haven't actually tested to see if that can already be done).
Let me know what you think. From my own perspective at least, a class similar to this one would be a lot of fun to play.
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Requires minimum 15 Con, 9 int, 13 wis, 15 charisma. Human and Half-Elf only.
Gains +1 spells per day per spell level every 5 levels, starting at lvl 6.
Otherwise, same as a mage.
Cannot Dual or Multi-class.
Advantages -
Casts without memorization
Can scribe spells from scrolls
Gains extra spell casts per day as they increase in level.
Disadvantages-
Several high minimum stats
Cannot cast Evocation/Invocation, Abjuration, 4th lvl+ Divination, or 3rd lvl+ illusion spells
Can only know a max of 3 spells per spell level at one time.
Can only choose a single High Level Ability, at lvl 24.
Spell Progression -
Level: [total Base spells per day per spell level]-[total bonus spells per day per spell level]
01: [1]-[+0]
02: [2]-[+0]
03: [2/1]-[+0]
04: [3/1]-[+0]
05: [3/2]-[+0]
06: [3/2/1]-[+1]
07: [3/3/1]-[+1]
08: [3/3/2]-[+1]
09: [3/3/2/1]-[+1]
10: [3/3/3/1]-[+1]
11: [3/3/3/2]-[+1]
12: [3/3/3/2/1]-[+2]
13: [3/3/3/3/1]-[+2]
14: [3/3/3/3/2]-[+2]
15: [3/3/3/3/2/1]-[+2]
16: [3/3/3/3/3/1]-[+2]
17: [3/3/3/3/3/2]-[+2]
18: [3/3/3/3/3/2/1]-[+3]
19: [3/3/3/3/3/3/1]-[+3]
20: [3/3/3/3/3/3/2]-[+3]
21: [3/3/3/3/3/3/2/1]-[+3]
22: [3/3/3/3/3/3/3/1]-[+3]
23: [3/3/3/3/3/3/3/2]-[+3]
24: [3/3/3/3/3/3/3/2/1]-[+4]
25: [3/3/3/3/3/3/3/3/1]-[+4]
26: [3/3/3/3/3/3/3/3/2]-[+4]
27: [4/3/3/3/3/3/3/3/2]-[+4]
28: [4/3/3/3/3/3/3/3/3]-[+4]
29: [4/4/3/3/3/3/3/3/3]-[+4]
30: [4/4/4/3/3/3/3/3/3]-[+5]
31: [4/4/4/4/3/3/3/3/3]-[+5]