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 Post subject: Half Wizard
Unread postPosted: Wed Sep 21, 2022 4:10 pm
  

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Hero

Joined: Wed Oct 04, 2000 1:01 am
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Location: Bowie, MD USA
Well, I could have posed this directly to Mark, but I figure if he answers here someone else might find this useful. The Half Wizard has increases in bonuses to save vs magic and in PPE as he or she levels. However, it does not increase its spell strength. So, there is some increase in magic as it levels. Does that include the spells becoming more powerful as the Half Wizard increases in level with the new OCC? So, would a Half-Wizard Soldier who is a 3rd level soldier cast spells as third level? I guess it has to be since there is no actual level of wizard spells. It's that or they all stay at 1st level.

-Vek
"And why does the half wizard often have more spells starting out than the actual wizard?"

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 Post subject: Re: Half Wizard
Unread postPosted: Thu Sep 22, 2022 11:48 am
  

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Hero

Joined: Sun Apr 22, 2007 10:32 am
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Location: Great Britain
Page 71 - "all spells are always cast as if he [or she] were a First Level Wizard."

That's why I always try to select spells where the level it is cast at doesn't matter so much. So firebolt over fireball, and such.

Yeah, some of those starting spell selections are pretty powerful! I don't like it when randomly rolled options during character generation are so varied. 1D6+5 first level spells or 5D4+7 spells from levels 1-6, just based on a random roll? Too much difference. It says you can pick the level you want, but then who would pick novice? You might want a less talented half-wizard for character reasons, but you're still not gonna pick the worst one, surely?

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 Post subject: Re: Half Wizard
Unread postPosted: Sat Sep 24, 2022 1:05 pm
  

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Hero

Joined: Wed Oct 04, 2000 1:01 am
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Location: Bowie, MD USA
Well, I promise I read the description of the OCC before I posted. I cannot believe I missed that line that obviously answered my question.

-Vek
"Chagrined."

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 Post subject: Re: Half Wizard
Unread postPosted: Sun Sep 25, 2022 2:26 pm
  

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Hero

Joined: Sun Apr 22, 2007 10:32 am
Posts: 923
Location: Great Britain
Veknironth wrote:
Well, I promise I read the description of the OCC before I posted. I cannot believe I missed that line that obviously answered my question.

-Vek
"Chagrined."

No worries! Easily done.

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Rifter 61 – Purebred animal templates for Mutants in Avalon (After the Bomb)
Rifter 77 & 78 – Khemennu, City of the Eighteen Cosmic Gods (Palladium Fantasy)
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Rifter 83 – Half-Ogres (Palladium Fantasy)
Rifter 84 – Spellbound O.C.C. (Nightbane)
Rifter 85 – Relics of Empire: Elven Cities of the Old Kingdom (Palladium Fantasy)


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 Post subject: Re: Half Wizard
Unread postPosted: Sat Oct 01, 2022 3:40 pm
  

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Palladium Books® Freelance Writer

Joined: Wed Aug 22, 2001 1:01 am
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Comment: My comments do not necessarily represent the views of Palladium Books.
I'll also note, the Half Wizard isn't mine; my version spent skill selections to learn basic wizard abilities, not too dissimilarly to my revamp of psionics, or 1e's ability to learn some basic circle magic. I had something similar for Warlocks and Priests.

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 Post subject: Re: Half Wizard
Unread postPosted: Mon Oct 03, 2022 7:28 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
I think that rule sucks in game terms btw.

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 Post subject: Re: Half Wizard
Unread postPosted: Tue Oct 04, 2022 6:10 am
  

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Hero

Joined: Sun Apr 22, 2007 10:32 am
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Location: Great Britain
The Dark Elf wrote:
I think that rule sucks in game terms btw.

Because it negatively affects Campbell, your gnome half-wizard/merchant? :D

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Rifter 61 – Purebred animal templates for Mutants in Avalon (After the Bomb)
Rifter 77 & 78 – Khemennu, City of the Eighteen Cosmic Gods (Palladium Fantasy)
Rifter 83 – The Prophet O.C.C. (Palladium Fantasy)
Rifter 83 – Half-Ogres (Palladium Fantasy)
Rifter 84 – Spellbound O.C.C. (Nightbane)
Rifter 85 – Relics of Empire: Elven Cities of the Old Kingdom (Palladium Fantasy)


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