Luthorne |
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So, what does this class do that existing classes don't? What's its niche? It says it's a "worker of wonders and a master of matter and spirit", but that's not that descriptive...I could say the same for most 9th-level casters, I think. Not trying to be insulting, but I really have no idea what this class' deal is and why I need it in my game, so some more information about it - both in regards to its flavor and its mechanics/role - would be appreciated.
John Lynch 106 |
I got to have a read of the class before it got put up and it's an interesting class. Flavour wise it's the original wizard and was the spellcasting class that eventually evolved into the wizard. Mechanics wise it's a wizard alternative that emphasizes class features over spells.
It effectively bans (as in,cannot cast at all) most of the necromancy school and half of the transmutation school but instead of more spell slots you get magician tricks. These tricks replicate a sampling of the school Specialisation class features from the wizard class as well as a couple of class features from other classes. In addition you can get some spell like abilities and any wizard spell added to your spell list as class features. You can also spend a trick to get more spell slots, but this is tied to your Charisma score rather than your intelligence score (which is your casting stat). Overall the tricks hit the right balance IMO and help try to make the class abut less SAD. There might be a few tricks you'll want to ban due to balance concerns (although you may not. This comes down to personal bias IMO), but there's enough tricks to choose from that it won't ruin the class.
As a player I probably wouldn't rush to play a magician in place of a wizard. But if a player asked me to play this, I'dbe happy to let them. if you are a GM that bans (or wants to ban) the wizard, it's worth taking a look at the magician as an alternative as it might hit that balance you're looking for.
RJGrady |
So, what does this class do that existing classes don't? What's its niche? It says it's a "worker of wonders and a master of matter and spirit", but that's not that descriptive...I could say the same for most 9th-level casters, I think. Not trying to be insulting, but I really have no idea what this class' deal is and why I need it in my game, so some more information about it - both in regards to its flavor and its mechanics/role - would be appreciated.
The wizard is presented as kind of magical expert, with specialization being primarily limited to the schools. The sorcerer is a sort of intuitive spellcaster, while the arcanist directly manipulates magical energies. The magician is less flexible, being spellcasters of a very formal tradition.
However, within their area of expertise, magicians are versatile and powerful. Much like the runemage or RGG's death mage, magicians concentrate on a smaller subset of the magical schools, shaped by a particular focus. Magicians primarily create things out of thin air or change the shape or properties of other things. That is to say, they excel at conjuration, illusions, and the less subtle forms of transmutation. They are also skilled at enchantment and can cast many evocations.
This class is informed in a lot of ways by folkloric magicians, such as that found in fairy tales or the Arabian nights. That style of magic has also, in turn, influenced things like traditional animation (Cinderella, Aladdin) as well as some fantasy genre writers like Jack Vance, Lawrence Watt-Evans, and Terry Pratchett. The class exists, not because other options are lacking, but to provide a class specifically tailored to a certain style. It combines the conjurer and illusionist concepts with some unique touches. Think Jafar (from Aladdin) meets Turjan (from the namesake Vance story).
As a player, reasons you might choose the class are that you find the conjurer a bit bland, are not looking to deal with a summonor's eidolon, and do not think arcanist or witch offers exactly the style you are looking for.The flavor is very much summoning elementals, calling up genies, flying around on clouds or carpets, turning pumpkins into coaches, and spellbinding enemies (or prized captives). You get a "trick" every other level which generally boosts certain aspects of spellcasting, offers a spell-like ability, or grants a bonus. In that respect, it is very similar to the witch or arcanist.
As a GM, this is just a great base for creating an evil magician that conjures up minions, imprisons people in giant brass cages, and can turn into a giant snake.