Multiclass Spellcasters (Unified Spell Progression)
Posted 2nd September 2008 at 12:32 AM by Wulf Ratbane
Multiclass Spellcasters
This alternate system attempts to rebalance all the basic classes to allow spellcasters to multiclass more freely. In 3rd edition, multiclass spellcasters kept two (or more!) distinct caster progressions: caster level, spells known, and spell slots per day. In practiceand particularly in the case of the Mystic Theurge prestige classthis generally meant giving up your highest level spells in exchange for twice as many lower level spell slots. And the Mystic Theurge was the best case scenario.
All classes have a Base Magic Bonus. There are four progressions:
+1/3 levels (barbarian, fighter, rogue),
+1/2 levels (monk, paladin, ranger),
+2/3 levels (bard),
+1/level (cleric, druid, sorcerer, wizard)
The Base Magic Bonus (BMB) from each class adds together, just as the Base Attack Bonus combines for melee characters.
The characters total Base Magic Bonus determines his caster level, his spell slots per day, and the number of spells he may ready each day. A character will generally have one more spell readied per day than he has spell slots, which allows some versatility in spellcasting.
At 1st level in any spellcasting class, the character gains access to all spells on a given spell list, adding them to his list of spells known. After a suitable rest period, the spellcaster chooses the spells he will ready from his list of spells known.
When he casts a spell, he may only cast a spell that he has readied; however, he may cast any spell he has readied, using his available spell slots, in any combination.
A spellcaster may always opt to use a higher-level spell slot to power a lower level spell. He also has much greater flexibility with regards to metamagic. A spellcaster need not ready the metamagic version of any spell; rather, if he has the spell readied, and he has access to a metamagic feat, and he has a sufficiently high spell slot available, he may apply the effects of metamagic as he casts.
Characters who multiclass into another spellcasting class gain access to all of the spells on the spell list of the new class. However, although this adds considerable versatility, their spells readied and spell slots per day are still calculated solely on their Base Magic Bonus.
In addition, each spell list carries with it certain restrictions. A multiclass character may have access to spells from many different lists, but he must meet all criteria and abide by all restrictions when casting a spell from that list.
Bard spells are arcane spells, and require a minimum Charisma equal to 10 + spell level to ready or cast. In addition, all bard spells have a somatic component (playing an instrument) and a verbal component (singing, chanting, etc.) Bards are able to ignore the arcane spell failure chance on their spells when wearing no armor or light armor. Heavier armors interfere with their playing and thus carry a chance of arcane spell failure.
Cleric spells are divine spells, and require a mimimum Wisdom equal to 10 + spell level to ready or cast. Clerics and paladins both gain access to all cleric spells at 1st level. In addition, clerics (but not paladins) may gain access to additional spells through their chosen domains.
Druid spells are divine spells, and require a minimum Wisdom equal to 10 + spell level to ready or cast. In addition, no character can cast druidic spells while wearing metal armor of any kind. Such attempts automatically fail.
Wizard spells are arcane spells, and require a minimum Intelligence equal to 10 + spell level to ready or cast. Wizard spells with somantic components require intricate hand gestures, and armor of any kind interferes with casting. Any character wearing armor suffers from a chance of arcane spell failure.
Sorcerers cast wizard spells, and their spells are the same in all respects, including arcane spell failure. However, sorcerers cast arcane spells through innate power (often derived from a fey, draconic, or even infernal bloodline), as opposed to study and research. A sorcerer can meet the ability score criteria of wizard spells using his Charisma rather than his Intelligence. A sorcerer must have a minimum Charisma of 10 + spell level to cast his spells.
Multiclass spellcasters use only their highest applicable ability score to determine bonus spell slots per day and the DC of their spells, regardless of which spell list they use to ready and cast spells.
(Note: Wide table, use scroll bar.)
* A spellcasters base Ready Spells Per Day is always one more than the number of base spell slots listed.
** A character must be a spellcaster in order to cast spells.
As blog entries are limited to 10k characters, you can find further details of this system here.
This alternate system attempts to rebalance all the basic classes to allow spellcasters to multiclass more freely. In 3rd edition, multiclass spellcasters kept two (or more!) distinct caster progressions: caster level, spells known, and spell slots per day. In practiceand particularly in the case of the Mystic Theurge prestige classthis generally meant giving up your highest level spells in exchange for twice as many lower level spell slots. And the Mystic Theurge was the best case scenario.
All classes have a Base Magic Bonus. There are four progressions:
+1/3 levels (barbarian, fighter, rogue),
+1/2 levels (monk, paladin, ranger),
+2/3 levels (bard),
+1/level (cleric, druid, sorcerer, wizard)
The Base Magic Bonus (BMB) from each class adds together, just as the Base Attack Bonus combines for melee characters.
The characters total Base Magic Bonus determines his caster level, his spell slots per day, and the number of spells he may ready each day. A character will generally have one more spell readied per day than he has spell slots, which allows some versatility in spellcasting.
At 1st level in any spellcasting class, the character gains access to all spells on a given spell list, adding them to his list of spells known. After a suitable rest period, the spellcaster chooses the spells he will ready from his list of spells known.
When he casts a spell, he may only cast a spell that he has readied; however, he may cast any spell he has readied, using his available spell slots, in any combination.
A spellcaster may always opt to use a higher-level spell slot to power a lower level spell. He also has much greater flexibility with regards to metamagic. A spellcaster need not ready the metamagic version of any spell; rather, if he has the spell readied, and he has access to a metamagic feat, and he has a sufficiently high spell slot available, he may apply the effects of metamagic as he casts.
Characters who multiclass into another spellcasting class gain access to all of the spells on the spell list of the new class. However, although this adds considerable versatility, their spells readied and spell slots per day are still calculated solely on their Base Magic Bonus.
In addition, each spell list carries with it certain restrictions. A multiclass character may have access to spells from many different lists, but he must meet all criteria and abide by all restrictions when casting a spell from that list.
Bard spells are arcane spells, and require a minimum Charisma equal to 10 + spell level to ready or cast. In addition, all bard spells have a somatic component (playing an instrument) and a verbal component (singing, chanting, etc.) Bards are able to ignore the arcane spell failure chance on their spells when wearing no armor or light armor. Heavier armors interfere with their playing and thus carry a chance of arcane spell failure.
Cleric spells are divine spells, and require a mimimum Wisdom equal to 10 + spell level to ready or cast. Clerics and paladins both gain access to all cleric spells at 1st level. In addition, clerics (but not paladins) may gain access to additional spells through their chosen domains.
Druid spells are divine spells, and require a minimum Wisdom equal to 10 + spell level to ready or cast. In addition, no character can cast druidic spells while wearing metal armor of any kind. Such attempts automatically fail.
Wizard spells are arcane spells, and require a minimum Intelligence equal to 10 + spell level to ready or cast. Wizard spells with somantic components require intricate hand gestures, and armor of any kind interferes with casting. Any character wearing armor suffers from a chance of arcane spell failure.
Sorcerers cast wizard spells, and their spells are the same in all respects, including arcane spell failure. However, sorcerers cast arcane spells through innate power (often derived from a fey, draconic, or even infernal bloodline), as opposed to study and research. A sorcerer can meet the ability score criteria of wizard spells using his Charisma rather than his Intelligence. A sorcerer must have a minimum Charisma of 10 + spell level to cast his spells.
Multiclass spellcasters use only their highest applicable ability score to determine bonus spell slots per day and the DC of their spells, regardless of which spell list they use to ready and cast spells.
(Note: Wide table, use scroll bar.)
Code:
Base Spell Slots/Spells Readied* Per Day BMB 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th +0** 3 +1 3 1 +2 4 2 +3 4 2 1 +4 4 3 2 +5 4 3 2 1 +6 4 3 3 2 +7 4 4 3 2 1 +8 4 4 3 3 2 +9 4 4 4 3 2 1 +10 4 4 4 3 3 2 +11 5 4 4 4 3 2 1 +12 5 4 4 4 3 3 2 +13 5 4 4 4 4 3 2 1 +14 5 4 4 4 4 3 3 2 +15 5 4 4 4 4 4 3 2 1 +16 5 4 4 4 4 4 3 3 2 +17 5 4 4 4 4 4 4 3 2 1 +18 5 4 4 4 4 4 4 3 3 2 +19 5 4 4 4 4 4 4 4 3 3 +20 5 4 4 4 4 4 4 4 4 4
** A character must be a spellcaster in order to cast spells.
As blog entries are limited to 10k characters, you can find further details of this system here.
Total Comments 3
Comments
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This is for the old edition of D&D, right?Posted 6th September 2008 at 04:42 PM by CapnZapp
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"A character will generally have one more spell readied per day than he has spell slots, which allows some versatility in spellcasting."
I'm curious as to what this means... where is this "one more spell" from?
I was always surprised that 3.5 didn't do something like this, although I guess it's in UA in a weaker form. It mostly fixes the issue with multiclassing spellcasters and gets rid of the need for the clunky multiclass PrCs.
Why the "At 1st level in any spellcasting class, the character gains access to all spells on a given spell list, adding them to his list of spells known" bit?Posted 6th September 2008 at 08:42 PM by Spatula
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Sorry, it's a bit unclear.
What it means is that if you have 3 spell lots of a given level, you Ready 4 spells.
You can then cast any of those 4 spells, in any combination-- but you only have 3 slots.
So if you ready spells A, B, C, and D-- you can cast AAA, AAB, AAC, AAD, ABC, BBB, etc.Posted 7th September 2008 at 09:33 PM by Wulf Ratbane
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