![]()
![]()
![]() Among the homebrew classes I use in my games is one called the Theurge- it does exactly this. It is essentially a 6 level caster with the wizard/sorcerer list and a 6 level caster with the cleric/oracle list at the same time, getting twice as many spells per day and known as a normal 6 level caster. I had both sides key off charisma rather than splitting casting stats. Class features included a dualcasting ability usable charisma mod/day, and a 'Calling' akin to bloodlines or domains, which gave a number of unique powers and spells known, some at discounted levels. The net effect was you got 1-2 spells above 6th level castable, but that was it. A list of talents including familiars, limited domain powers, and some outsider-related abilities finished off the class. ![]()
![]() Beautiful, original build idea. If Aspect of the Beast is not a workable option for claws, 2 Levels of Urban Barbarian grows you claws while raging and further boosts dex. You'll probably need to take an extra rage or two to have enough rounds for the day. Alternatively, outside of PFS, a few levels of primal hunter with a dead companion will allow you to grow a metric ton of natural attacks. ![]()
![]() FatR wrote:
FatR wrote:
Including movement modes, let's see what the path of war maneuvers can do... -Flight
Yeah. I think there are a couple things that are useful outside of combat. ![]()
![]() FatR wrote: I don't even care because their interlocking resource management systems (the Stalker has maneuvers, and then he has the ki pool, and then he has a ton of abilities, including selectable ones, which interact with both, and these abilities range from piddly bonuses to incredibly important) make preparation casters seem simple to play. Yeah... I'm not buying it. The Stalker has maneuvers and a ki pool to track, and selectable talents.
The complexity of the Path of War classes are pretty much par for the course for Pathfinder. You can argue the conceptual bit until the cows come home, but the classes are well designed and can be used to cover a variety of combat roles. Sounds like you just don't want to like Path of War, but I can tell you from experience it's a well-made book that plays excellently. ![]()
![]() Wow, it's great that we got to use Eldritch Knight, Arcane Trickster, Mystic Theurge and all the rest for a full a year and a half before tossing them right back in the garbage without so much as an explanation. This is starting to feel like some MMO where things are nerfed/buffed every few months. At the very least, we could have seen some serious community discussion on the possibility of reversing this ruling first, if those Mystic Theurges were tearing it up in the dungeons. First it works, then it doesn't. I'm not a fan of the back and forth when the SLA qualification had finally been generally accepted. I'm loathe to do it, but I guess ignoring this change this will be joining crane wing in my list of home game houserules. ![]()
![]() Sorry, it sent multiple topics as the site went down around the time I submitted it. I deleted the extras which you might have posted in. 1. A reasonable viewpoint. I know 'same source' rule has spawned a lot of discussion in the past, but that's as good an answer as any for my player. 2. I am the GM. Most likely I can handle the balance implications either way, but I'm legitimately curious as to whether or not it's possible. It seems to me to be a legitimate technique I'd never noticed. Thanks for your opinion! ![]()
![]() Two rules questions that have come up in my game on the animal shamans. (Saurian, Eagle, Bear shaman et al.) 1. Can a creature have the same template more than once? Can a creature given the advanced template via the animal shaman archetype's abilities also be given the advanced template by Atavism? 2. Can a shaman apply both the young template and the advanced or giant template to a summon, resulting in no change of level? RAW, it seems very clear that they can apply the young template, and also apply another template. Obviously, this yields some considerable advantages with no downsides. Relevant text: Advanced Player's Guide wrote: She can apply the young template to any bear to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.
![]()
![]() Blakmane wrote:
Not remotely true- the summoner is one of my favorite classes, and as I stated I am against nerfing it. But I do believe those are all valid reasons why the summoner is so commonly called overpowered, and banned in many games. Truthfully, it doesn't matter if the class is 'T1'- if it's perceived by the majority of the players as such, and by the designers, it will be treated as such. (And I believe their is a designer quote from the reveal of Unleashed along the lines of "The summoner is broken.") What self-defense buffs are they missing? I can name mage armor, shield, barkskin, bear's endurance, invisibility, greater invisibility and spell turning just off the top of my head. Sure, the lack of mirror image and mind blank stings a little, but you're not exactly lacking in other options. Everything that isn't at least half an elf can fall prey to sleep at early levels. The dismissal spell is a valid point, but it's just another save or die. And unlike your or the druid's animal companion, if the eidolon dies or is dismissed, it comes back the next day free of charge. Finally, calling a spell selection that includes every summon monster spell, every planar binding spell, simulacrum and gate having little to no versatility is frankly laughable. ![]()
![]() Blakmane wrote:
Ho boy. Here we go. First of all, the tier list is an excellent tool for theoretical analysis. However, the argument that if tier 1 casters are stronger than the summoner, the summoner is perfectly fine is itself tenuous at best. Here are some of the main reasons why the summoner is perceived as 'overpowered.' 1. The base Summoner's action economy is simply unmatched. No other class has the raw melee power of the eidolon and the casting support of the summoner with such a minimal amount of optimization. Sure, summon spells and calling spells exist for wizards- but the summoner has all of those too. 2. The eidolon is far, far superior to any animal companion. Higher AC, far higher stats, access to huge size, seven natural attacks, pounce, powerful grapple evolutions... the list goes on. (As a side note, an aasimar lunar oracle buffing a tiger companion is a pretty insane companion that does come pretty close if not better than the eidolon on many levels. However, that's far more specific and requires far more system mastery- one of the many reasons why the summoner is considered so strong, because it compares with very little system mastery.) 3. The summoner's spell list is flat out superior to every other list in the game except the wizard's. The cleric's comes close, but the summoner has waaay more of that excellent narrative breaking power that making the wizard the quintessential tier 1 class. 4. The summoner has an excellent early game continuing into a strong late game. I won't even argue that the wizard and the sorcerer aren't better than the summoner at high levels. They are. I'd peg the point of definite superiority at around when 7th level spells come online. However, the summoner's powerful eidolon, while matching haste, slow, glitterdust and other awesome early game sorcerer/wizard spells make it far superior to them certainly until wizard/sorc 4th level spells come online, probably 5th. In between, there's a bit of uncertainty. See what this means? There are as many levels where the summoner is clearly better than the wizard as the wizard being clearly better than the summoner. But wait! Pathfinder society only goes to 12th level. Many games don't ever reach 14th, let alone 20th, and lower level games are very popular because the system hasn't quite broken down yet. All this leads to the summoner performing very well in many, many types of games, and the perception that the summoner is so strong. 5. The summoner has the highest optimization floor of any T1-T2 class. Having an automatic allocation of summon monster spells with fast casting and increased duration, along with being able to rebuild your evolution points each level makes it nigh impossible to truly screw up a summoner. As a note, I don't actually want to see a nerfed summoner in the ACG. I want to see an entirely new take on the class, not paid errata. But these are the reasons why the summoner is so strong, so easily gamebreaking and so commonly banned, even compared to 'true' full casters. ![]()
![]() Anzyr wrote: The Animal Companion is a weaker combatant then the Eidolon. However, a Druid is a much stronger combatant then a Summoner. Undoubtedly true. However, a summoner casting spells is far superior to a druid attacking, because of the same reason a wizard is superior to a fighter. Casting summoner to casting druid is more interesting, but even then the summoner has a lot of aces the druid can't easily match: haste, slow, invisibility and greater, dimension door... and that's just the first few levels. ![]()
![]() For the love of all that is good, I hope the new barbarian isn't a watered down nerf. Rage powers are literally the best thing to happen to martial characters in Pathfinder. As for the summoner, I hope something billed as "Pathfinder Unleashed" will not be just watered down nerfs of old classes. What I see the summoner being is completely eidolon-less. No synthesist, no pouncing nightmare of doom, no ridiculous AC. Instead, the class will focus on the summon monster ability. You know, the actual summoning spells that are generally neglected in favor of the eidolon. What I'd like to see: scaling summoner monster similar to what we have now, with options to expand and customize the class such as adding creatures to your summon list, buffing summons in various ways, and access perhaps to things like summon nature's ally. No eidolon, and I suspect the spell list will take a nerf bat to the face as well. Given the Paizo design team's stance on new spell lists as of the ACG, I think the sorcerer/wizard list (up to six levels) is a more likely choice than hacking and adapting the summoner list. That would still be a powerful class and not just a terrible version of the present summoner, given the focus on summon monster over the eidolon. ![]()
![]() joeyfixit wrote:
Uh, you might want to re-read that quote. At first glance, the class looks fun. Int based spontaneous caster is something I've wanted to see for a while. ![]()
![]() Yes. Inquisitor made out really well with the ACG archetypes. Being able to use outflank to great effect already goes a ways towards making up for judgement, and animal focus, while not great, is usable too. Just make sure to take Improved Spell Sharing for yourself (and thus your companion) because using divine favor or divine power on yourself and your pet as a single action is amazing. ![]()
![]() The big one for Maleficium is the Channel Hellfire ability of the Diabolist PRC, usable Cha mod times/day, which is absolutely amazing with this feat. I can see some crazy blaster builds coming out of this. Consider this feat with spell perfection... Soulless Gaze's 2nd version is obscenely good. Just gross. Cornugon Smash + Enforcer = instant frightened condition. And with all the fear boosting feats for dazzling display and the like, it's crazy. The forth version is good, but not nearly as exciting, in my opinion. The only real drawback of these feats is that Fiendskin and Mask of Virtue are pretty underwhelming. And the whole not able to be revived bit. But other than that... crazy good. ![]()
![]() So, I've been brewing around with the idea of creating a Razmiran Priest for a 10th level campaign. Now, the archetype is really cool and gets my creative juices flowing, but I keep hitting upon a sticking point with the 9th level ability, False Channel. If I want to make it look like I'm actually casting these divine spells, I need a method to disguise my scroll use. False Casting is one, but it has a really unfortunate feat tax that means it would eat up almost half my feats for something that's really just flavor. Does anyone else know of another way to hide the fact that you're using a scroll to cast a spell? I realize this may well be impossible, but there's a lot of content out there and lots of very knowledgeable people on these boards, so I may as well try. ![]()
![]() Yes, as you do not have sorcerer levels. (Assuming you fulfill all the other prerequisites.) Just realize that Blood of Dragons grants you powers as a 1st level sorcerer up to 10th level, not stacking with your bloodrager bloodline. The bloodrager clause about other classes granting a bloodline doesn't matter here, as blood of dragons only grants bloodline powers rather than the bloodline class feature. (A similar distinction to eldritch heritage vs. actual sorcerer levels.) ![]()
![]() Wiggz wrote:
Since Power of the Giants is gained at 15th level, it would be treated as a 7th level spell and thus be ineligible for Quicken Spell-Like Ability. ![]()
![]() Yes, Unending Performance works with Touch of Rage gained via Eldritch Heritage. Touch of Rage is a bloodline power, which is a class feature of the sorcerer. The feat gives you access to the class feature. On a side note, Optimistic Gambler may have some trouble being approved, but Community Minded should not. And as addressed by the FAQ, Touch of Rage is considered a first level spell-like ability, making it a legal choice for Quickened Spell-Like Ability at 10th level. ![]()
![]() Slacker2010 wrote:
Did you read the ability? Specifically the part already quoted above about natural attacks gained from bloodlines getting the bonus? ![]()
![]() Zark wrote:
My take: no, he can't. Not being able to take a rogue talent more than once is a property of rogue talents which does not appear to have been changed. The text you bolded states that he can take the slayer talent "Rogue Talent" more than once, selecting a new rogue talent each time. This gives no provision for taking a talent multiple times and in fact, precludes you from doing so. Incidentally, it's possible to interpret from the second bolded text that you cannot select -any- rogue talent more than once, even those that can normally be taken multiple times. I think that's probably not the intent, but I'd say combat trick more than once is a definite no. ![]()
![]() Sean K Reynolds wrote:
Interesting, although I'm a bit confused. The final version of the class does have several rogue and advanced rogue/ninja talents select-able by the slayer. Does that mean just a few specific options were cut? Either way, it was mentioned in another topic that if things were cut for space, a web supplement adding in the missing options would be sweet. I know a lot of people would like to know what blessing of the faithful does. Since a couple people mentioned it, I'll elaborate on my wording choice. Piss-poor is probably not how I should have said it, because as people mentioned, things like the ranger's combat style are really nice. But when I read through the section on the slayer, I ended thinking to myself "That's it? That can't be all. Where's the cool stuff?" Rynjin wrote: Of the many "Slayer Talents" in the book, only 3 regular Talents (Foil Scrutiny, Slowing Strike, and Deadly Range) are unique, and none of the Advanced Talents are. As Rynjin mentions, only a handful of the slayer talents are unique (In fact, Deadly Range is a copy-pasted Ninja trick.) Since the class itself is a fairly simple chassis, talents are the place for the class to distinguish itself with each slayer made. And the section on slayer talents was so short and so copy-pasted from other classes that it really... doesn't do that. Foil Scrutiny feels like it should be the first talent in a chain to foil divination. (See things like the Mastermind archetype.) Or how about something that synergizes poison and death attack? An assassin swooping in during the night and slaying the king with a poisoned dagger is a classic image. But really, the best things to take are the combat style feats, evasion, trapfinding- staple and powerful abilities, but nothing that really makes the class "pop" and feel like something that stands out. I don't dislike the slayer. I think studied target is amazingly well done. I like that it makes assassinate somewhat viable. I like that it's a 'rogue' that won't have to worry about whiffing constantly with a poor to-hit. But aside from the existence of the Sanctified Slayer archetype, which is a whole new can of worms, the biggest issue with the slayer is a talent list that feels extremely derivative and uninspired, even compared to the investigator in the same book. ![]()
![]() Arcanist- Overpowered, but the biggest issue is the way its archetypes rob entire class features wholesale from other arcane casters and staple it onto the best casting method in the game. Black blade, spellstrike, summoner's summon monster, I can accept that. But a full bloodline or arcane school? No. 1/10 Bloodrager- A martial class that feels flavorful, fun, and has out of combat utility. Easily my favorite from the book. Primalist archetype is problematic for barbarians, but at least it makes the class itself more interesting. 9/10 Brawler- Even the monk is more interesting than this guy. He's mechanically solid, he just doesn't strike my fancy at all. 5/10 Hunter- With the small but significant improvements, the animal companion is now a terror. Does the 'pet class' right. Spell list is still weak, and animal focus is too easily obsoleted by items everyone gets, but overall, a success. Primal Companion Hunter is amazing. 8/10 Investigator- Fun, innovative and mechanically solid. The only beef I have with the investigator is that he doesn't compare so well to the similar vivisectionist alchemist. 9/10 Shaman- Still feels too derivative. They tweaked the oracle revelations a bit and stapled on witch hexes and a familiar. Mechanically it's solid, but I'm not feeling a niche compared to cleric/witch/oracle/druid. 5/10 Skald- It works. I would like to see more archetype support, but I think that will come in time. Granting rage powers gives a unique niche and the flavor is there for sure. 9/10 Slayer- The biggest disappointment is the piss-poor slayer talent selection. The best thing it gets from the talents is combat feats, with few exceptions the rest are uninteresting class features that already existed. Does very little new or unique. Other than that, solid. 6/10 Swashbuckler- Yeah. It's bad. Other people have already discussed this extensively. 2/10 Warpriest- It's not unique or interesting, but it's very functional. Blessings are a missed opportunity and should have just been domains if all they were going to be was domain rehashes. 6/10 ![]()
![]() Alexander Augunas wrote:
Some of them are. Eventually. But hitting against touch AC for a round is incredibly strong, even if it lasts half the duration of the bloodlines. Really, I only see Arcane and Destined as ever being close to worth it. Fey is pretty poor when Hasted Assault (which only costs one arcane point) lasts longer and comes earlier than Quickling Bloodrage. I'll admit that at very high levels this archetype redeems itself a bit once things like Unstoppable come online, but that's well beyond PFS levels and the early level nerfs really hurt until then. Quote: Not really. If you grab the Enduring Blade magus arcana, then you drastically improve the duration of your arcane pool enhancements. It goes up to something like 1 minute/level. Meaning you can use an enhancement once and be good for an entire combat, sometimes two. 50% of your swift actions is still 50% of your swift actions. Enduring Blade helps, but it's only a part of the swift action bottleneck. It also costs you an arcana to learn and an extra arcane point every time you use it, so you're paying for this archetype in a lot of places. Quote: You don't "lose" spell recall. Note that this archetype does not trade improved spell recall. That means that you don't receive spell recall until 11th level, when you'd normally receive improved spell recall. So it is delayed, but not gone forever. You do, in fact, lose spell recall, because you have no prepared spells to regain. Even if we chalk this up to another ACG editing mishap and say that it gives you back spell slots instead, you're at the mercy of the GM because it would require rewriting the ability. And even then, the trade is a significant drawback. ![]()
![]() I've been looking at the Eldritch Scion again and again for a gestalt game I was invited to, and I just can't buy it over the vanilla magus. Having to spend a swift action every other round just to gain bloodrager powers (and use spell combat until 8th! level) is really rough. That's 50% of your swift actions, and for a class that likes to enchant weapons and use lots of other swift action arcana, it's a real kick in the nuts. If you went into mystic focus when you used your eldritch pool for other things, it would be so much nicer, but right now... rough. And losing spell recall as well as being unable to spell combat with a metamagiced spell without a feat investment just digs the archetype a deeper grave. ![]()
![]() Odraude wrote:
Several times this. I understand that it takes time and possibly communication with the writers to work out some of the actual clarifications, but some acknowledgement of the abundance of issues and the fact that they will be addressed would be nice. ![]()
![]() Kudaku wrote:
Especially because it DID use that wording in the playtest. As I said above, this is a clear instance where the ability was nerfed. ![]()
![]() For most non-oracles, characters that will get a 'broken' benefit from Divine Protection will need to dip for the mystery/domain/blessing req, so it's more like 1 class level and a feat vs. 2 class levels. It's a broken feat in the same way that power attack is 'broken,' numerically it's far better than comparable feats. But it's still nothing compared to the power of Dazing Spell and Spell Perfection, and those have been around for a long time. ![]()
![]() LazarX wrote:
For what I was referring to in point 1, I suggest you take a look at this ![]()
![]() You are not alone in your concerns- a lot of people have voiced similar opinions. 1. Yes. With the Arcanist's ability to pilfer an entire bloodline, literally the only things sorcerers still have going for them are spells per day and the Razmiran Priest archetype. And spells per day pales as an advantage compared to more skill points, ability to change spells known each day, move action teleports, immediate action counterspells, and tons of other things. Easily my least favorite part of the ACG. 2. Barbarians do have some advantages, as Deadmanwalking said, but that list is getting pretty slim. The bloodrager's access to all the barbarian's tricks to some extent and spells along with some really nice bloodlines means that the bloodrager is a definite step up in most cases. However, I honestly really enjoy the bloodrager as a fun martial character with options, so I'm a little biased. 3. The rogue died a long time ago. ![]()
![]() I have to ask people who bring up the martial-caster discrepancy this: do you really believe that if there was a new edition of Pathfinder that these problems would be fixed? We just came off the heels of a book that introduced the Arcanist, with the strongest spellcasting mechanic in the game and the ability to pilfer entire core class features from other powerful classes, and the Swashbuckler, with a swift action bottleneck worthy of legend, no simple access to pounce, and a class feature to shore up the worst base saves in the game that is laughably worse than Divine Protection, a feat that will be taken by every oracle from now until doomsday. This is Pathfinder. This is the philosophy the design team has been using for years. And honestly, for all its perceived flaws, it's an incredibly fun system. I don't want to see all this interesting material wiped out for change that may or may not happen. ![]()
![]() I've come to the same conclusion as you, that arcane and destined are the strongest by a good margin, but I don't think the choice is so clear-cut. Arcane gives you access to invisibility and dimension door, both of which are huge deals and fundamentally change what the class is capable of, even if you do get them later than the sorcerer. On top of that, the free spell action economy is insane, and I think there's a healthy room for debate about the king of the bloodlines. ![]()
![]() The ACG has easily the highest power level of any book since the core rulebook. (Sans mythic.) Extremely powerful new classes in the arcanist and others, extremely powerful archetypes, including some that immensely favor 1 level dips, extremely powerful feats, and extremely powerful and low-cost magic items. I've read through the book a few times, and I think there are some incredible synergies that won't even be apparent to the community at large for a while, in addition to the super obvious ones like the arcanist and divine protection. ![]()
![]() "Unconventional Inspiration (Ex): An investigator can pick
This ability, as written, does not seem to do anything at all. An investigator can already use inspiration on all skills at first level. Am I missing something here? ![]()
![]() Ssalarn wrote:
You do realize that parry has no action cost, right? Only riposte requires an immediate action. Daring Champion Order of the Flame Cavalier is anything but a fad. ![]()
![]() Look, it's really simple. You can use arcane points as the panache required for the deed. Do you have at least 1 arcane point? Then you're considered to have 1 panache for the purpose of precise strike. Nothing says you have to spend panache as part of the deed. And if arcane deed doesn't give you a swashbuckler level for the purpose of the deed, guess what? Every single deed is entirely useless, because they all reference 'the swashbuckler.' The intent is obvious. ![]()
![]() It is pretty much all upside and superior in most every respect to the vanilla stalker. You trade 2 situational and iffy abilities for a massive initiative bonus and the ability to never be surprised, and 2 talents for a teamwork feat and 2 excellent team support abilities. I'm not a fan of archetypes that are basically brainless upgrades to the base class, but it's hard to argue against this if you have even one other attacking PC in the party. ![]()
![]() After reading over the class, it's apparent that the best contribution the hunter has to offer from an optimization standpoint is a 1 level dip going into a build with an animal companion already. A single level nabs skirmisher tricks and a constant animal focus on your companion plus 2 good saves, gravity bow and/or lead blades, 1/day animal focus on yourself and wild empathy. Three levels is also cool, giving you 2 free teamwork feats (or 1 and precise shot) and automatic sharing of feats. After that, though, the class dips off a lot in what it has to offer. It's just a shame the class abilities for the later levels are so bland. Cool build I could see:
![]()
![]() The pet champ crown still goes to the summoner, as ever. The addition of skirmisher tricks to the Hunter is a massive buff and actually makes me excited to play the class. I also can't imagine there's meant to be a limit, because if we go by the archetype text, the companion has no ranger level and a tiny/nonexistent wisdom modifier. I wonder whether hunter levels stack with other animal companion levels like usual, because I could see a lot of people dipping one level into hunter for those sweet skirmisher tricks on their companion. I've heard a rumor going around that it's possible to have a huge sized animal companion with an archetype, which would be awesome... it's another thing that never sat well me that the summoner can have a massive companion but the druid can't. ![]()
![]() I'm not sure where the room for misinterpretation is here. It's simple mathematical phrasing. "if the bonded creature’s hit points are reduced to –5 or fewer" There is no relationship to maximum HP. The text references a specific hit point value, -5. Is the creature at -4 hit points or greater? (0, 20, max?) No healing occurs. Is the creature at -5, -6, -7 hit points or fewer? You lose 5 HP and they gain 5 HP. Yes, this will never heal a creature above 0 HP. Yes, it's incredibly niche and much weaker than the life oracle ability. But the wording is very clear. This is a very specific change to the ability in the playtest, which used the same wording as the oracle revelation. ![]()
![]() Mathius wrote:
Dragons are ancient and incredibly intelligent creatures with magical powers on par with the strongest wizards. They should have extensively prepared with precast spells, minions, contingencies, trapped lairs, and defenses against scrying. If anything, they'll be the ones scrying on the PCs. Yes, mechanics are not in the favor of the fighter and other martials. It's an unfortunate fact. As a GM, this is an easy problem to solve. Make the martials important. Give him followers, an army, hell, make him a king. Give him political power. Give him a bonded artifact that grants important powers or knowledge. As a GM, all you need to do is be active and aware of this imbalance. As a player, this is obviously harder, because you're right. Mechanics do not favor fighters. Talk to your GM about it. Have the GM give you some narrative power. If your GM isn't cooperative... well, it's very hard to deal with an unconvincable GM. The best way to challenge wizards is with other casters. Know the rules better than the players do. Fight magic with magic. Also, I think this thread may develop with the sort of advice you're looking for. ![]()
![]() As a GM who has done one campaign all the way to 20, and has another currently at 10 and planning to go into epic, I think the number one most important thing is to know the game well. Think like a player. Build characters. It's really hard to be flatfooted by player tactics when you know the best a high level wizard is capable of. Just to take the scry and fry scenario above into account, a GM who knows the game will know all about scry and fry, and also know that there are a multitude of spells that handle the tactic nicely: forbiddance, teleport trap, dimensional lock, mind blank, hallow/unhallow with dimensional anchor attached. It can also allow you to approximate enemy stats easily enough, saving you a lot of time on stat blocks. ![]()
![]() A wizard can incapacitate large groups of foes, heal injuries, understand any and all forms of language, secure himself and his possessions with magic, survive in hot and cold environments, conjure a horse from thin air, compel others to be helpful to him, change his appearance, fall from a great height unharmed, create an illusion of virtually anything, create light, mend objects, move objects with his mind, detect the presence of magic, poison, alignment, secret doors and undead, and never has to sleep. And that's just first level! Yes, he cannot do all of these things constantly or at the same time. Nonetheless, the wide variety of options available to casters are why they are so powerful. |