Endgame wrote: [
I'm pretty sure Wizards will never run out of spells with a free modified cast every room on top of all the other ways to cast extra spells. I haven't even considered the ramifications of that.
Well - over a typical dungeon it adds 3 or 4 spells, right?
So there are only a few scenarios:
A. Wizards wouldn't have run out of spells this dungeon. In this case, at best this turns a few level 0's into a level 1 for +5-9 per cast (possibly doubled with MeC).
B. Wizards end up running out even with this item. In this case, it granted 3 or 4 extra level 1 spells. This is quite good - but we're in a scenario where the Wizard ran out of spells so... maybe not good enough
?
C. Wizards gets 1 or 2 extra spells, and 0-3 upgraded level 0 to 1 spells.
The Charm slot is very clogged for Wizards at the ~UR level:
Spell specific: MeC, Cabal, Glory, Spellbook, Power, Heroism
Stay Alive: Synergy/Awakened Synergy, Greater Garnet, Key of Healing, Brooching
Money money money: Avarice/Good Fortune
Not to mention a bunch of rare HP/Save/DEX charms.
So to take this on something else is getting knocked out and it's pretty good (I mean - this will make the cut - but it's not like it's in the eyes slot or something).