I have long loved Bruce Cordells work, and the College of Wizardry (2nd ed.) Is no different.
Ive dropped it into my campaign (set in Taldorei, its reskinned into Westhall Academy and Wrettis).
Im trying to work up some play mechanics for a guild mage. ive seen Mage Hand Press's version, and while it works, I feel it is underpowered.
Looking over the abilites from 2nd and 3rd edition, it seems like the key features are:
1)the Spellpool
2)the Language Primeval
3) the benefits of access to spells, components, and general knowledge.
The spellpool seems very similar to Arcane Recovery.
The language primeval seems very similar to the Sorcerers Metamagic abilities
A lot of the skills etc can be replicated via Prodigy, Skill Expert, Skilled and similar feats.
Id like the opportunity for mages of other tradition to gain some of these abilities. What Im thinking is
1)A feat that lets you use Arcane Recovery outside of a long rest. Recovering a spell slot takes 1 round per level. Still limited to half your level and no higher than.
To simulate the casting of a spell you dont have in your spellbook, maybe a simple Spellcasting ability check vs a DC of.... I dunno, 10 + the spells level (Cantrips are DC 10). Failure has no penalty unless its a nat 1. That burns the slot with no effect. A Nat 20 allows you to cast the spell without using a slot.
For the actual Arcane Tradition- 2nd level ability reads exactly like the Sorcerors sorcery points and meta magic abilities, with the following exceptions:
You have a number of sorcery points equal to half your level
A Guildmage gains one metamagic option at 6th, 10th and 14th levels.
At 2nd level, they gain the prodigy, skilled, skill expert, or linguist feat (players choice).
At 6th level the player gains the Spellpool feat, described above.
At 10th level, the player can take one of the magic feats from the Taldorei campaign guide, or one of the following: Artifier Initiate, Eldricth Adept, Magic Initiate, Metamagic Adept, spell sniper, war caster, fey touched, or shadow touched.
At 14th level they gain another feat, selected from all the ones listed previous.
The Guildmage Background is based on the Sage/Cloistered Scholar/Lyceum Student background, with the Background feature changed to Arcane Savant- the time and gold to scribe all spells of 1st thru 3rd level is halved.
Players with other Arcane traditions can take the Spellpool feat and the Metamagic Adept feat to show use of the Spellpool and the Aleph.
Thoughts? Is this over the top? Weak?
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I have long loved Bruce Cordells work, and the College of Wizardry (2nd ed.) Is no different.
Ive dropped it into my campaign (set in Taldorei, its reskinned into Westhall Academy and Wrettis).
Im trying to work up some play mechanics for a guild mage. ive seen Mage Hand Press's version, and while it works, I feel it is underpowered.
Looking over the abilites from 2nd and 3rd edition, it seems like the key features are:
1)the Spellpool
2)the Language Primeval
3) the benefits of access to spells, components, and general knowledge.
The spellpool seems very similar to Arcane Recovery.
The language primeval seems very similar to the Sorcerers Metamagic abilities
A lot of the skills etc can be replicated via Prodigy, Skill Expert, Skilled and similar feats.
Id like the opportunity for mages of other tradition to gain some of these abilities. What Im thinking is
1)A feat that lets you use Arcane Recovery outside of a long rest. Recovering a spell slot takes 1 round per level. Still limited to half your level and no higher than.
To simulate the casting of a spell you dont have in your spellbook, maybe a simple Spellcasting ability check vs a DC of.... I dunno, 10 + the spells level (Cantrips are DC 10). Failure has no penalty unless its a nat 1. That burns the slot with no effect. A Nat 20 allows you to cast the spell without using a slot.
For the actual Arcane Tradition- 2nd level ability reads exactly like the Sorcerors sorcery points and meta magic abilities, with the following exceptions:
You have a number of sorcery points equal to half your level
A Guildmage gains one metamagic option at 6th, 10th and 14th levels.
At 2nd level, they gain the prodigy, skilled, skill expert, or linguist feat (players choice).
At 6th level the player gains the Spellpool feat, described above.
At 10th level, the player can take one of the magic feats from the Taldorei campaign guide, or one of the following: Artifier Initiate, Eldricth Adept, Magic Initiate, Metamagic Adept, spell sniper, war caster, fey touched, or shadow touched.
At 14th level they gain another feat, selected from all the ones listed previous.
The Guildmage Background is based on the Sage/Cloistered Scholar/Lyceum Student background, with the Background feature changed to Arcane Savant- the time and gold to scribe all spells of 1st thru 3rd level is halved.
Players with other Arcane traditions can take the Spellpool feat and the Metamagic Adept feat to show use of the Spellpool and the Aleph.
Thoughts? Is this over the top? Weak?