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Joined: Jul 2014
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Just out of curiosity, since I never really bothered testing it: when you play a mage and make him learn other types of spell, like the clerical ones... Is the "chance to hit"/spell proficiency still based on his INT? Or is it a Wisdom check?

Last edited by Tuco; 14/08/22 12:53 PM.
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It is based on INT

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Eh, i kinda guessed it, but still, that makes this twice as bad and even more urgent to fix.

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Originally Posted by Tuco
Just out of curiosity, since I never really bothered testing it: when you play a mage and make him learn other types of spell, like the clerical ones... Is the "chance to hit"/spell proficiency still based on his INT? Or is it a Wisdom check?
Just checked ...
And nope, its Roll+Profficiency+Int Modifier ...

Even for spells where you get amount of Damage or Healing as Dice+Wisdom Modifier is changed to Intellect ... so your Cure Wounds still can do 1d8+3


In the words of the senior NCO instructor at cadet battalion:
“If you ain’t cheating you ain’t trying. And if you got caught you didn’t try hard enough!”
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It kinda makes sense in a way that wizards cast spells by understanding the Weave though an "academic" approach. Doesn't change the fact that they shouldn't be able to learn those anyway.

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Not sure if it has been stated, but I doubt they will drop those spells from the wizard’s list. If they stick with a four party group without the addition of mercs/followers, healing will become a bigger need as the game progresses. That is unless they spam more potent healing potions as the game progresses. Allowing mages to heal and yeeting potions across the screen, pretty much make clerics unnecessary.

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