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Topic Started: Jan 13 2014, 11:11 PM (221 Views)
Kwak
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Sous Chef
Extra Wizard Traditions

  • Star Song
    Whenever you cast a Healing spell, choose one target affected by it. Each turn they may either gain or lose 1 hit point, for a number of turns equal to your ranks in Healing.

  • Blue Squall
    Whenever you cast a Conjuration spell, you can throw on a minor rider effect. All enemies within 10m of the spell's effect must make a Pinning test with a TN of 10 plus twice your rank in Conjuration.

  • Black Gate
    Whenever you cast a Necromancy spell, you may animate a small piece of living material (such as a skull, a dead mouse, or a leather cap) which becomes a Minion with a damage rating and threat rating of 1 that lasts for a number of rounds equal to your ranks in Necromancy.

  • Great Work
    Whenever you cast a Transmutation spell, the target object (or one object the target creature is carrying) increases in Quality by one for a number of rounds equal to twice your ranks in Transmutation.
Edited by Kwak, Jan 15 2014, 05:57 AM.
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Soulblazer_87

Definitely not Wizard Traditions, and even Archmage Traditions is pushing it.

Star Strong is ridiculously powerful, if you consider that usually, you need to expend resource points to heal, even with a spell. At most, I'd allow half the round you have in Healing, rounded up. And then, as Archmage Tradition only.

Black Gate is also blatantly overpowered, allowing you to spam minions with indefinite lifetimes (as you didn't note how long they last) that can also be absurdly powerful; by comparison, the Conjuration Spell that allows you to summon (which is its JOB to do, and therefore should be far more efficient at it than any other spell) allows you to summon one creature with 4 dots in all stats and skills MAXIMUM. So... no undead minion spam for you.

Great Work; you'd run out of Quality far too quickly. Considering that most effects in Transmutation affect creatures, this feat should affect creatures first, items second.
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Kwak
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Wow, very good points. I guess I was too focused on keeping the style and wording similar to the other Wizard Traditions and didn't think through the balance enough at all. Gross.

I nerfed Black Gate significantly; hopefully now it will take more nuance to use effectively than the previous "infinite death horde". This feat was inspired by the Dwarf Fortress necromancers...and ended up just as unstoppable as them.

Probably going to just scrap Star Song and Great Work and start from scratch with those schools. Transmutation in particular's going to be really hard, since it ranges from mundane crafting stuff to temporary buffs to weather control...and the only underlying theme is stuff changing.

Thanks for pointing out the gaping flaws. My inspiration for this came not from specific ideas, but from both of my Magic Users getting disappointed upon getting Wizard Tradition and realizing their favorite schools weren't on there. But I'm starting to see why these schools were missing something in the first place.
Edited by Kwak, Jan 15 2014, 06:07 AM.
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Soulblazer_87

You can always make two or more feats for a specific magic school, you know. That means that, while one Necromancer specializes in 'Undead Hordes', another might focus on 'killing the enemy dead' or 'communicating with spirits'.

For Transmutation, I'd split in 2 large groups; those that affect the environment around you (stone shape, weather control etcetera), while the other group worked on effects centered on a living being (enlarge, Primal Power). Tricks that work best for, heh, landscaping, wouldn't necessarily work on 'self-improvement, with no surgery'.

I'll work on getting you some feats from here, as well as any other feat I think up on.
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