Anthony Barnstable wrote: As someone who loves doing the Skill Tests, I appreciate the idea of this pass on the Wizard tokens. But there are so many spells that don’t use the Skill Test and this doesn’t let me swap to them (and the relic doesn’t even give me more uses of the skill test spells). I also get that major frustration of the Skill Tests taking up time. I have definitely had DMs refuse to give me a Skill Test and say “you passed” when they saw our party was in a time crunch but I cast a spell and was standing by the Planar Board. I think they’ll be less inclined to do that now and equipping this Relic/Legendary will turn into “and you make your party fail a combat”, which is a very negative play experience. Please reconsider forcing negative play experiences on high value tokens.
I have never lost a combat caused by the extra time required to do a planar skill check.
I have lost many combats to players not sliding and moving quickly enough to get a third round of combat in.
Anthony Barnstable wrote: The relic feels like such a minor upgrade to the UR and switches it to a much more restrictive slot in the process. It really doesn’t feel worth it. I think it really needs the extra spell boxes added back in or an ability to swap spells for same level or lower, to give greater access to and interaction with that Skill Test bonus. This token just feels so weak for the power level it should be at, especially in comparison to other Class Relics. Keeping in mind too the alternative option is MoMM+Jinn’s (2 URs and 1 extra charm slot) instead of this large token investment, the difference is this relic nets 4 damage, saves a consumable, and costs the party time. That doesn’t seem like the upgrade I would expect in a Class Relic. (And I am coming from the perspective of not liking MoMM as it is)
The relic is +9 damage base if you make the skill check versus +8(ish?) from the MoMM at the cost of 1 rare wand per room. This is purely a damage upgrade over the MoMM due to it not costing physical resources.
If you have Mad Evoker this goes to +18 damage, a large upgrade over MoMM, also without costing wands.
Anthony Barnstable wrote: The Class Legendary is +3 total spells as free actions which is nice but not huge, Jinn’s which is nice to save a charm slot, and again an effect that says “wizard takes up more combat time than other classes” which is a nice damage boost but might make some parties mad. I would consider making this more than the last pass in public, I would never choose this over the L&L passes with Familiars removed (removed or possibly replaced with just +X Focus, or slide an empty puck if sliding was really necessary, or something small). I would certainly never just choose the Wizard Relic and be happy I had that.
The legendary is 4 additional spells. At least two of which are planar checks and net +15 damage on a success. Allowing +30 damage per round of combat for at least 2 rounds, 4 if you spell swap the L2 L3 to ones with a spell check.
The UR also gives access to a spell check 14 damage single target spell which alone is a 4dps boost over magic missile and jumps to 26+spell damage bonus on the relic necklace.
You are saying a lot how planar skill checks cost the party so much time but I've never seen that to be the case. You have apparently had a much more negative experience taking planar checks than I have