Phosphate
2012-02-19, 12:27 PM
...or is it?
Seriously, I have no idea how much would this fix affect the Tier of the wizard. Basically, I'm trying to power them down without touching the spell list, but just their spellcasting itself. Ohwell, here goes:
Spells
A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. As an additional prerequisite, to prepare or cast a spell that has been altered by metamagic a wizard must have a Spellcraft score of at least initial spell level + 2*(level increase due to metamagic).The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 30 minutes focusing her energy and 1 hour time studying her spellbook. While studying, the wizard decides which spells to prepare. Each spell is prepared individually, and the time needed to prepare a single spell is equal to 1 minute*(spell level)^2.
To prepare a spell that has been altered with metamagic, apart from the normal time needed due to spell level (new spell level), a wizard must also spend 5 extra minutes for every metamagic feat he has applied.
Spellbooks
A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
Arcane Spells And Armor
Wizards do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a wizard must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
In addition to this, increase the arcane spell failure by 10% if the wizard is holding a one-handed weapon, by 25% if he is wielding two one-handed weapons and by 50% if he is wielding a two-handed weapon.
Backlash
A wizard can injure himself when casting particularly powerful spells. Whenever he casts a spell that is level 5 or higher, he must succeed on a will save against the spell's DC. If he fails, he receives d6*spell level damage and is fatigued for spell level rounds. Even on a successful save, the DC of his spells for the purpose of Backlash only increases by 1, and this stacks. The only way to remove those stacks is to sleep for 8 hours.
Seriously, I have no idea how much would this fix affect the Tier of the wizard. Basically, I'm trying to power them down without touching the spell list, but just their spellcasting itself. Ohwell, here goes:
Spells
A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. As an additional prerequisite, to prepare or cast a spell that has been altered by metamagic a wizard must have a Spellcraft score of at least initial spell level + 2*(level increase due to metamagic).The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 30 minutes focusing her energy and 1 hour time studying her spellbook. While studying, the wizard decides which spells to prepare. Each spell is prepared individually, and the time needed to prepare a single spell is equal to 1 minute*(spell level)^2.
To prepare a spell that has been altered with metamagic, apart from the normal time needed due to spell level (new spell level), a wizard must also spend 5 extra minutes for every metamagic feat he has applied.
Spellbooks
A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
Arcane Spells And Armor
Wizards do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a wizard must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
In addition to this, increase the arcane spell failure by 10% if the wizard is holding a one-handed weapon, by 25% if he is wielding two one-handed weapons and by 50% if he is wielding a two-handed weapon.
Backlash
A wizard can injure himself when casting particularly powerful spells. Whenever he casts a spell that is level 5 or higher, he must succeed on a will save against the spell's DC. If he fails, he receives d6*spell level damage and is fatigued for spell level rounds. Even on a successful save, the DC of his spells for the purpose of Backlash only increases by 1, and this stacks. The only way to remove those stacks is to sleep for 8 hours.