
Tiny Coffee Golem |

Anyone else feel like Arcane Blast and Shield could probably be a balanced part of the base Wizard/Sorcerer classes from level 1? (Giving low level spell casters more options then: "I ready my crossbow.")
And what in the world makes them powerful enough to require a lvl 10 pre-req?
Mages are supposed to be squishy at first level. They have the int+. 1per 2 levels things as well as zero level spells. Mages are fine at first few levels. They have a very specific function. It's just not battle usually.

lenankamp |

Arcane Shield - Personally don't like immediate actions, so I'm slightly biased, and level 10 sounds like a long enough time to delay more of them in the game. Unbalancing, not really, irritating to me as GM, probably.
Arcane Blast - Could be balanced with lower damage, but this defeats the point in my mind. Shocking Grasp or Magic Missile should be better than sacrificing Comprehend Languages for the day in battle, so quite unbalancing as written. Sacrificing a prepared spell for a 1d4 ranged touch attack(Only damage die worse than Shocking Grasp or Magic Missile) does not seem a better option that a level 0 for 1d3 or a crossbow.
If you really want Sorcerer/Wizards to have low level stamina, I'd just switch the 3+Mod /day abilities back to at will as in the beta. But personally I prefer better rounded stat builds that can still participate in combat at low levels just a few points to hit and damage behind.

Combatbunny |

Yea the damage on arcane blast would definitely have to be taken down a notch as its clearly better than a normal 1st level spell. But I also like your other suggestion.
I just know that in our campaigns level progression is *Extremely* slow and thus casters need a little extra something to stay relevant in the many battles that turn up.

lenankamp |

1d3 damage cantrips aren't really a viable option in any situation I've ever been in other than finishing off trolls. I generally don't see many wands at early levels, but these are a good option for a GM to introduce to a campaign with slow levels and arcane casters too often on the sidelines. I know as a player I generally have difficulty using wands heavily when if they're a possibility of selling them later.
I wish I remembered where I saw the numbers, but low level characters are not balanced for more than X number of encounters per day. Martial classes will always be ready, healers ability usage is completely based on difficulty of encounters, and spell casters are in the unique position to be able to conserve their abilities. Conservation is a fun aspect of the game for some involving strategy and the like, but others don't get quite the same kick out of knowing they're capabilities and choosing to sit back from the front line.
There is also the possibility that the GM is running way too many encounters per adventuring day, if this is the case, balance is already out the window, and you can broaden your options by quite a bit, to go as far as refreshing spells mid day, or one or two spells after every encounter.
What's balanced for one campaign is not for all. RAW makes it pretty hard to keep casters relevant over the course of too many encounters, and playing an irrelevant character is not fun.