11-13-2016, 02:16 AM
I'm not wanting to stir a hornet's nest, but would invite friendly discussion on a couple proposed changes for January 1 implementation.
Recently we made two spells, Dire Wolf Familiar and True Seeing intrinsic abilities for advanced wizardry kingdoms, getting those spells as intrinsic two power levels over when they would be able to cast them. We simultaneously adjusted Dire Wolf Familiar so a group may have only one, intrinsic or no. Essentially, Dire Wolf Familiar provides counter espionage like an L4 agent. Doesn't seem unbalanced, and the two spells were not being cast as normal spells as they would only have effect in rare circumstances. So the intrinsic nature brings them into play rather than gathering dust on the shelf, and seems to fit the narrative of what a powerful wizard might do in a fantasy novel, and plays off what had been established as the intrinsic mechanic first as Presence and later for Warlords and powerful wizards to detect "a glimmering" if there were invisible groups, without casting a spell or using an order. These two changes clearly benefited the wizard kingdoms more than the others as they get the intrinsic ability earlier.
Two other changes that are contemplated work a bit against the wizard kingdoms. One is changing Dome of Invulnerability so that it might behave more like Wall of Flame for PC's, and/or might be dispelled by a High Priestess of a Devout kingdom via Angel ability. The other is limiting Summon Death to one casting from one group to a given target group.
Also considering, probably for the next scenario but maybe a Jan 1 adjustment to The Choosing, is providing the Devout kingdoms with the ability of Fanatics to advance two levels higher than their limit for agents.
Recently we made two spells, Dire Wolf Familiar and True Seeing intrinsic abilities for advanced wizardry kingdoms, getting those spells as intrinsic two power levels over when they would be able to cast them. We simultaneously adjusted Dire Wolf Familiar so a group may have only one, intrinsic or no. Essentially, Dire Wolf Familiar provides counter espionage like an L4 agent. Doesn't seem unbalanced, and the two spells were not being cast as normal spells as they would only have effect in rare circumstances. So the intrinsic nature brings them into play rather than gathering dust on the shelf, and seems to fit the narrative of what a powerful wizard might do in a fantasy novel, and plays off what had been established as the intrinsic mechanic first as Presence and later for Warlords and powerful wizards to detect "a glimmering" if there were invisible groups, without casting a spell or using an order. These two changes clearly benefited the wizard kingdoms more than the others as they get the intrinsic ability earlier.
Two other changes that are contemplated work a bit against the wizard kingdoms. One is changing Dome of Invulnerability so that it might behave more like Wall of Flame for PC's, and/or might be dispelled by a High Priestess of a Devout kingdom via Angel ability. The other is limiting Summon Death to one casting from one group to a given target group.
Also considering, probably for the next scenario but maybe a Jan 1 adjustment to The Choosing, is providing the Devout kingdoms with the ability of Fanatics to advance two levels higher than their limit for agents.