Stereotypical Wizard Magic

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CatharzGodfoot
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Post by CatharzGodfoot »

Mr Mervolam, I think that it's going a bit far to say that all magic users should be able to do all of those things. In fact, healing seems like the only one that needs to be truly universal.
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codeGlaze
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Post by codeGlaze »

CatharzGodfoot wrote:Mr Mervolam, I think that it's going a bit far to say that all magic users should be able to do all of those things. In fact, healing seems like the only one that needs to be truly universal.
"Stereotypical Wizard" does most of those things rather commonly. *Except* healing and rez'ing, imo.
Magical shields and wards are pretty common too.
Last edited by codeGlaze on Sat Oct 08, 2011 1:24 am, edited 1 time in total.
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virgil
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Post by virgil »

Desdan_Mervolam wrote:Off the top of my head, magic (and thus Wizards and other people who use magic) should be able to do the following
Wizards, throughout fiction, have been show to be do anything; including sinking Italy by holding it still while the rest of the planet continues to rotate. Even limiting it to everything ever done by a wizard just in D&D rules/fiction isn't enough.

The important bit I look for is the minimum magic a wizard needs to have to fill the quintessential role of D&D. You could have a wizard do all sorts of things, but you wouldn't think "that is a D&D wizard!" unless it used certain spells.
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Desdan_Mervolam
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Post by Desdan_Mervolam »

CatharzGodfoot wrote:Mr Mervolam, I think that it's going a bit far to say that all magic users should be able to do all of those things. In fact, healing seems like the only one that needs to be truly universal.
I don't know if they all need to be able to do ALL of that, but the options should be open to them to be able to do it. I'm totally in favor of spell choice being strategic.
virgil wrote:Wizards, throughout fiction, have been show to be do anything; including sinking Italy by holding it still while the rest of the planet continues to rotate. Even limiting it to everything ever done by a wizard just in D&D rules/fiction isn't enough.

The important bit I look for is the minimum magic a wizard needs to have to fill the quintessential role of D&D. You could have a wizard do all sorts of things, but you wouldn't think "that is a D&D wizard!" unless it used certain spells.
This is true, and why I went for things that are iconic rather than just things that I can think of that a wizard has done in some book I've read or movie I'd seen. Merlin of Amber cast a spell that created a huge fuck-off pile of fresh flowers, but I don't think that's something that really needs to be available off the bat.
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Post by tussock »

Cleric's easier; Hold Person, Light, Turn Undead, Cure Wounds, Finger of Death.

Mage might be; Phantasmal Forces, Darkness, Invisibility, Fireball, Charm Person, Polymorph, Haste, Cloudkill.

All existed since forever, even got most of them in 4th edition. Honourable mentions to the popular "new" spells like Sleep, Fly, and Teleport.
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Post by rasmuswagner »

10 most iconic spells.

Fireball or lightning bolt. Sucks in 3rd, rocks in 2nd and earlier, and very iconic
Teleport, Fly, Invisibility. The trifecta of mythical abilities.
Clone. Because being dead just because someone killed you is for chumps.
Dominate, Planar Summons. Because real wizards don't run petty errands, like assassinating kings or killing ogres.
Reverse Gravity. Because fuck you, no save, no spell resistance, that's why.
Telekinesis. Because I have more strength in my bony little finger than you do in your entire meaty body, and apparently you need a direct demonstration.
Wall of Force. Because watching enemies splatter like bugs on a windshield never gets old.

Or, the low-to-medium level god-wizard list:

Grease, Glitterdust, Stinking Cloud, Black Tentacles for disabling enemies
Overland Flight, Teleport for mobility
Haste, Enlarge Person for your meatshields.
Wall of Iron, Fabricate, because fuck miners and craftsmen that's why.
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