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Mage the General Caster and Spells
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<blockquote data-quote="steeldragons" data-source="post: 8583997" data-attributes="member: 92511"><p>My spells are all worked into four core groups.</p><p></p><p>Arcane, Divine, Nature, and Psychic (mental powers, not "spells," but that's a different thread)</p><p> </p><p>Then the main 'general" Arcane list branches into individual lists for certain specialists whose archetypes are strong enough to warrant their own classes. These are lists that are, roughly, half spells that appear on the "general" list, and then half(ish) that are their own. I begin Arcane lists with 15 spells per level, reducing at to 12 at 4th and 5th, and, I think, 10 at 6th.</p><p></p><p>The original specialist, Illusionist, gets its own list. Abjurers (I call "Abjurists." Just sounds better.) get their own list. Conjurers get their own list. </p><p></p><p>Necromancers get their own list -though I fluctuate between wanting Necro's to be a specialist mage class all its own vs. a prestige class that just about any caster could be tempted/corrupted/"fall into." I an easily see clerics corrupted/fooled by wicked powers, warlocks who willingly dive in the deep end, even druids who lose their minds and think they're "balancing" things by using the "dead/decay" side of things... Illusionists might become addicted to summoning shadows and next thing you know... Any kind of mage could seek out the powers of necromancy (to pursue lichdom, if nothing else). So I do tend to lean into the Necromancer as "prestige-style class." But even then, that would give them access to a "specialist spell list."</p><p></p><p>Divine magics are fairly standardized. I like to bring back in the ole "Clerical spheres" of spells so different clerics of different deities feel different. First, second, and third levels spells are a standardized list. The clerical "basics" that all clerics have access to. The 4th+ would be divided up into thematic spheres that the cleric has access depending on their deity's portfolio. These may include some magics that appear on other spell lists or grant access, wholesale, to "choose from the Nature spell list" or "may select 1st-3rd level Illusion spells," and so on.</p><p></p><p>Nature is kinda just a clump. Plants spells, animal spells, elements spells, weather spells with some minor illusions, some minor healings, a few high level "deal with the spirit world" things, and general protection. I try to make sure these thematic bases are hit at just about every level.</p><p></p><p>I also have no problem with changing spell levels for different classes. "Phantasmal Force" is a 2nd level illusion spell for mages . But a 1st level spell for Illusionists (with, then, improving versions at higher spell levels, that appear on the illusionist list but a general mage will never have). Clerics of the god of trickery or goddess of the moon might receive it as a bonus spell at a higher level.</p><p></p><p>I think it is fine to break down spell types: attack, defense, etc... But I don't know if teasing all of that out is necessary or if just making sure, when you're forming your lists, that you include some of each. It is/can be useful just for balancing out your options, but I don't know if the game needs a "This class selects X attack spells, Y defense, Z utility. While this class gets K attack spells, L utility, but no defense." or that kind of thing.</p><p></p><p>Just not sure I see the/a "value add," as people say nowadays.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8583997, member: 92511"] My spells are all worked into four core groups. Arcane, Divine, Nature, and Psychic (mental powers, not "spells," but that's a different thread) Then the main 'general" Arcane list branches into individual lists for certain specialists whose archetypes are strong enough to warrant their own classes. These are lists that are, roughly, half spells that appear on the "general" list, and then half(ish) that are their own. I begin Arcane lists with 15 spells per level, reducing at to 12 at 4th and 5th, and, I think, 10 at 6th. The original specialist, Illusionist, gets its own list. Abjurers (I call "Abjurists." Just sounds better.) get their own list. Conjurers get their own list. Necromancers get their own list -though I fluctuate between wanting Necro's to be a specialist mage class all its own vs. a prestige class that just about any caster could be tempted/corrupted/"fall into." I an easily see clerics corrupted/fooled by wicked powers, warlocks who willingly dive in the deep end, even druids who lose their minds and think they're "balancing" things by using the "dead/decay" side of things... Illusionists might become addicted to summoning shadows and next thing you know... Any kind of mage could seek out the powers of necromancy (to pursue lichdom, if nothing else). So I do tend to lean into the Necromancer as "prestige-style class." But even then, that would give them access to a "specialist spell list." Divine magics are fairly standardized. I like to bring back in the ole "Clerical spheres" of spells so different clerics of different deities feel different. First, second, and third levels spells are a standardized list. The clerical "basics" that all clerics have access to. The 4th+ would be divided up into thematic spheres that the cleric has access depending on their deity's portfolio. These may include some magics that appear on other spell lists or grant access, wholesale, to "choose from the Nature spell list" or "may select 1st-3rd level Illusion spells," and so on. Nature is kinda just a clump. Plants spells, animal spells, elements spells, weather spells with some minor illusions, some minor healings, a few high level "deal with the spirit world" things, and general protection. I try to make sure these thematic bases are hit at just about every level. I also have no problem with changing spell levels for different classes. "Phantasmal Force" is a 2nd level illusion spell for mages . But a 1st level spell for Illusionists (with, then, improving versions at higher spell levels, that appear on the illusionist list but a general mage will never have). Clerics of the god of trickery or goddess of the moon might receive it as a bonus spell at a higher level. I think it is fine to break down spell types: attack, defense, etc... But I don't know if teasing all of that out is necessary or if just making sure, when you're forming your lists, that you include some of each. It is/can be useful just for balancing out your options, but I don't know if the game needs a "This class selects X attack spells, Y defense, Z utility. While this class gets K attack spells, L utility, but no defense." or that kind of thing. Just not sure I see the/a "value add," as people say nowadays. [/QUOTE]
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