Author Topic: Wizard build for Feet in the Water help  (Read 3108 times)

Offline Razgrizi

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Wizard build for Feet in the Water help
« on: July 29, 2016, 05:15:18 PM »
Good afternoon everyone! I hope everyone is having a great afternoon. I needed some advice and help for one of my players.

Currently we are building characters for our upcoming campaign and one of my players wants to play a Wizard, specifically a brawler type. Looking into the book however, with everything including evocation and thaumaturgy and the sight, it would end up a -7 refresh. At our level, we are just at the very beginning or feet in the water at -6.

Are there lower level builds for wizards at this level? Can I take out evocation or thaumaturgy? Which one would work better for a brawler wizard, meaning physical combat versus flinging fireballs.

Offline rientelfon

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Re: Wizard build for Feet in the Water help
« Reply #1 on: July 29, 2016, 05:32:25 PM »
Hey Razgrizi,

You can start out with Ritual instead of Thaumaturgy and Channeling instead of Evocation with no Sight or Soulgaze or Wizard's Constitution. You can also just go with a Sorcerer Template, which is mentioned in a sidebar in YS regarding "Apprentice Wizards". But as of RAW there is no "Wizard" that is lower level.

As for making a Brawler Spellcaster that does not sling spells, I would suggest they take Ritual revolving around Biomancy so they can improve their physical statistics and take maybe a stunt or 2 regarding Fists/Weapons to help make them a much better fighter, but still cast spells

Thanks

« Last Edit: July 29, 2016, 05:46:49 PM by rientelfon »

Offline Razgrizi

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Re: Wizard build for Feet in the Water help
« Reply #2 on: July 29, 2016, 05:41:05 PM »
Hey Razgrizi,

You can start out with Ritual instead of Thaumaturgy and Channeling instead of Evocation with no Sight or Soulgaze or Wizard's Constitution. You can also just go with a Sorcerer Template, which is mentioned in a sidebar in YS regarding "Apprentice Wizards". But as of RAW there is no "Wizard" that is lower level.

As for making a Brawler Spellcaster that does not sling spells, I would suggest they take Channeling revolving around Biomancy so they can improve their physical statistics and take maybe a stunt or 2 regarding Fists/Weapons to help make them a much better fighter, but still cast spells

Thanks

I do appreciate the help! If you dont mind me asking, what is the difference between Ritual versus Thaum and Channeling and Ritual?

Offline rientelfon

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Re: Wizard build for Feet in the Water help
« Reply #3 on: July 29, 2016, 05:46:21 PM »
The main difference between Thaumaturgy/Ritual and Evocation/Channeling is training. Ritual is devoted to 1 type of Thaumaturgy (Biomancy, necromancy, conjuration, etc) vs. Thaumaturgy includes all aspects. Channeling is a specialization in 1 particular element instead of the 3 you get from Evocation. You also don't get the built in Specialization Bonus provided by taking the full blown abilities (Thaumaturgy/Evocation). I also got the 2 confused, I made an edit to my original post, sorry about that. :)

Offline Haru

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Re: Wizard build for Feet in the Water help
« Reply #4 on: July 29, 2016, 05:48:39 PM »
Anything below the 7 refresh template is, technically, not a wizard. But there are still some spellcaster options out there.

As rientelfon said, channeling and ritual would be the first option. You're either a focused practitioner or an apprentice that hasn't learned all that much yet and is limited in what he can do. You can later replace channeling with evocation and so on, once you have the necessary refresh.

You could also look into sponsored magic. Maybe your magic doesn't come from yourself but rather an outside source. Maybe the land you live on is a special place, so you only can cast spells inside the city limits. Or a powerful Sidhe Lady or one of the gods has granted you some powers, as long as you work for them.

Another option could be to link some powers to an item of power. Maybe you were injured in the war and now you can only ever cast spells when your staff is around. That could be an item of power worth +2 refresh that would allow you to drop the refresh cost down to 5 for the wizard template. But if you lose your staff, you're just a grumpy old guy that rambles a lot.

For your "brawler" character, maybe you can go another way altogether. Maybe he is so specialized that he only knows one or two spells of biomancy that allow him to transform himself a bit. You could say that your spells are giving you the strength of 10 men, and you just take inhuman strength and attach it to human form. Casting the spell would merely be the way you access the powers hiding behind "human form". You can, of course, add other powers to that as well, as long as they make sense to you and your GM.
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Offline Razgrizi

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Re: Wizard build for Feet in the Water help
« Reply #5 on: July 29, 2016, 06:09:03 PM »
The main difference between Thaumaturgy/Ritual and Evocation/Channeling is training. Ritual is devoted to 1 type of Thaumaturgy (Biomancy, necromancy, conjuration, etc) vs. Thaumaturgy includes all aspects. Channeling is a specialization in 1 particular element instead of the 3 you get from Evocation. You also don't get the built in Specialization Bonus provided by taking the full blown abilities (Thaumaturgy/Evocation). I also got the 2 confused, I made an edit to my original post, sorry about that. :)

Anything below the 7 refresh template is, technically, not a wizard. But there are still some spellcaster options out there.

As rientelfon said, channeling and ritual would be the first option. You're either a focused practitioner or an apprentice that hasn't learned all that much yet and is limited in what he can do. You can later replace channeling with evocation and so on, once you have the necessary refresh.

You could also look into sponsored magic. Maybe your magic doesn't come from yourself but rather an outside source. Maybe the land you live on is a special place, so you only can cast spells inside the city limits. Or a powerful Sidhe Lady or one of the gods has granted you some powers, as long as you work for them.

Another option could be to link some powers to an item of power. Maybe you were injured in the war and now you can only ever cast spells when your staff is around. That could be an item of power worth +2 refresh that would allow you to drop the refresh cost down to 5 for the wizard template. But if you lose your staff, you're just a grumpy old guy that rambles a lot.

For your "brawler" character, maybe you can go another way altogether. Maybe he is so specialized that he only knows one or two spells of biomancy that allow him to transform himself a bit. You could say that your spells are giving you the strength of 10 men, and you just take inhuman strength and attach it to human form. Casting the spell would merely be the way you access the powers hiding behind "human form". You can, of course, add other powers to that as well, as long as they make sense to you and your GM.

My friend stated he wants to be a wizard later on. So, if he took the small stuff now, such as Channeling, how would that be replaced later on? Like, when we reach (say -8 refresh) does that significant milestone change that power from channelging straight to evocation, or does he have both on his sheet?

Offline dragoonbuster

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Re: Wizard build for Feet in the Water help
« Reply #6 on: July 29, 2016, 06:13:21 PM »
My friend stated he wants to be a wizard later on. So, if he took the small stuff now, such as Channeling, how would that be replaced later on? Like, when we reach (say -8 refresh) does that significant milestone change that power from channelging straight to evocation, or does he have both on his sheet?

Once he has a spare refresh to spend and is at a milestone when he can spend it, you'd purchase Evocation for -1 *more* and replace Channeling on his sheet. So before:

-2 Ritual: Biomancy
-2 Channeling: Water
-1 The Sight
2 Refresh remaining

After:

-2 Ritual: Biomancy
-3 Evocation: Water, Spirit, Earth
-1 The Sight
1 Refresh remaining

For example. Upgrading from Channeling/Ritual to Evocation/Thaum just costs a point of refresh, effectively.
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Offline Haru

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Re: Wizard build for Feet in the Water help
« Reply #7 on: July 29, 2016, 06:18:55 PM »
What ^ said. :D
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Offline g33k

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Re: Wizard build for Feet in the Water help
« Reply #8 on: July 31, 2016, 12:05:15 AM »
As per DragoonBuster.

These mechanics are designed to handle BOTH the "Junior Wizard" (who upgrades to the Real Deal later on, as outlined above), and the "Sorceror" specialist / Focused-Practitioner.  So this is exactly the way the rules are intended to fit his character-concept!

Depending on the specifics of how he sees his character now, he might leave off either Channeling or Ritual...  Probably not, but it's an option worth looking at.  Just make sure he doesn't end up so far from the full-wizard build that he's too many Milestones away...