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Showing posts with label wizard. Show all posts
Showing posts with label wizard. Show all posts

Monday, June 7, 2010

Eschew Materials - Modified Feat

As I had mentioned in a previous post I'm a big fan of spell components.  I think its just another portion of DnD or Pathfinder you can use to inject a bit of role playing and go beyond the normal rewards for overcoming a particular challenge or creature.  Its always fun as a DM to have the players try and determine if any particular creature they killed has any usable portions for spells or alchemical potions.  It is also fun as a DM to watch them fight the urge to sell a 5000 gp diamond to pay for various other pieces of equipment thinking that they may have to use it as diamond dust for a few restoration spells.  I like the players to have choices, yes some times those choices are directly opposed but still they give depth to the world.  Which brings me to the Eschew Materials Feat.  I do like this feat, however I don't like how its executed.   Especially when some classes get the feat as a class feature for free, the Sorcerer is one example where they get it for free at 1st level.  Like with any of the rules I'm not keen on I've modified them to my liking for use in my campaigns...

Friday, June 4, 2010

Identify Spell - Modified Also Differences Between Editions

Ever since d&d was released the identify spell has remained one of the more iconic spells that every adventuring group wizard's takes as soon as they can.  Its much easier, and cost effective, to just have your wizard cast the identify spell and tell you what wondrous or "not so" wondrous magical items, weapons, and gizmo's you've found.  Much easier than waiting to track down the local sage, paying his very high wage, and then having to wait the "two weeks" for him to discover the mysteries of the items.  It was a running joke that everything in our campaign took two weeks regardless of the actual time frame to cast the spell or have something constructed. The identify spell doesn't take that long to cast, but maybe the sage had a back log of work from other adventurers!  It could happen! he he.

I've always thought of casting spells taking a lot out of a wizard, sapping away their life force in exchange for powers in the arcane arts.  I also thought that discovering the secrets hidden in items would always take time and an amount of effort on the wizard otherwise anyone could do it!  I always thought that the old sage would perform alchemical tests, go to their library and research the items history or origin, another reason they have so many books, and may even consult with a spirit or two from a summoning circle.  

So i'm a bit disappointed with the current versions of the identify spell.  The spell has been regulated to almost a cantrip like spell where you can cast it once, everything about all the magical items you have on hand are revealed in exacting detail and the cost is negligible.  I'm also a big fan of spell components and I love it when the resident wizards, alchemists, and meat vendors (its a profession!) salvage pieces of exotic creatures they've defeated to use in their spells, potions or to sell on their meat cart. So to see components go from many to zero is also souring, plus the use of components allows for another area where you can inject a bit of role playing.  Did I mention that identify isn't even in Forth Edition Dungeons and Dragons as a spell...