AFGNCAAP
First Post
Hello,
Basically, I need a bit of help trying to figure out how to implement a campaign concept for the spellcasters in a homebrew that I'm working on. But first, a bit of background:
The homebrew setting is a world based off of a world I've designed for some fantasy stories I've been working on for well over a decade. With the release of Unearthed Arcana, I feel that I now have better options that will help enable me to create a D&D/d20 game that best fits this setting idea. One of the UA options that I'm using is the generic classes.
Now, I'm having a bit of a problem with the Spellcaster class. Basically, the limit on the # of spells known doesn't jive with the amount of magical knowledge that a mage in the setting would have (esp. with some kinds of spellcasters). However, the Spellcaster's ability to cast spells without preparation (or need for a spellbook) is accurate. So, I'm trying to figure out an effective way to implement these changes without really creating an uber-class.
First off, here are some basics on magic/mages in the setting:
So, what does all of this mean? Well...
Now, I really need help on balancing out these Spellcasters. I have a few ideas, but I'd really appreciate some info/input/feedback from y'all. Some of the ideas may go against the stuff I have written above, but I could easily change a few things to match this.
Idea 1: Spell Point-Based Casters:
First, I've considered using spell points. A spellcaster wouldn't have any limits on # of spells known. However, it'd be more expensive point-wise to spontaneously cast a spell without any sort of spell components than it would to cast a prepared spell, a spell with components, or any combination thereof.
Thus, a spellcaster could spontaneously cast spells, but he/she would run out of spell points faster this way. However, if the caster spents time preparing a spell & using the spell components (material, verbal, &/or somatic) for the spell, then the spell would cost less.
This option seems doable, but it'd eliminate the value of metamagic feats like silent spell & still spell (however, even if a spellcaster spontaneously casts a spell without using any spell components, he/she still faces ASF while in armor).
Idea 2: Limited Spontaneous Spellcasting:
In this version, a spellcaster has no limits on the # of spells known. However, he/she must spent time preparing the spells ahead of time (though not neceassarily using a spellbook or not--just a set amount of time meditating/preparing the magic).
However, the # of spells known chart for the Spellcaster class is used for another purpose--the # of spells known that the Spellcaster can cast spontaneously, without any preparation (and, sort of like a cleric, a spellcaster can opt to drop a prepared spell in order to cast a spell from this list).
Idea 3: Prestige Class for the Beginning Spellcasters Only:
In this version, a special PrC only available for characters who begin play as spellcasters (& properly trained as such) gain several beneifts, like no limit on # of spells known, the ability to detect magic at will, etc. This will be a 10- to 15-level PrC.
Characters who don't begin play as spellcasters, but who multi-class as spellcasters later on, follow the standard spell limits & restrictions for the Spellcaster class.
Idea 4: Prestige Class for the Later-in-Life Spellcasters:
Combined with Idea 1 or 2, this option forbids any characters who don't begin play as spellcasters from multi-classing as spellcasters (basically, the Spellcaster class is a core class only available to 1st-level starting characters). Instead, the may select a special PrC which grants them limited spellcasting ability (like an adept or bard, from 0-lvl. to 5th- or 6th-lvl. spells only).
In addition to this, I may require these later-in-life spellcasters to specialize in a school/aspect of magic (like evocation, healing, fire, etc.), to reflect their limited magical ability & their need to .
In all of these ideas, I intend to keep a few concepts like spell prerequisites (i.e., knowing burning hands in order to learn fireball), restricting certain spells to be available/usable as incantations only, & the arcane magic label (& the chances for ASF while in armor).
Keep in mind that more often than not, the Spellcaster may be the party's only source of offensive, defensive, & curative magics—there’d be heavy demand on these spellcasters to serve as a traditional D&D cleric for the combat-types of the group. (There could be more than 1 spellcaster in a group, but that would mean more unarmored, weaker combatant-types that may need protection from enemies.)
Well, any ideas/opinions/comments/etc. you have to offer? I’d appreciate any help/insight that you could provide.
Basically, I need a bit of help trying to figure out how to implement a campaign concept for the spellcasters in a homebrew that I'm working on. But first, a bit of background:
The homebrew setting is a world based off of a world I've designed for some fantasy stories I've been working on for well over a decade. With the release of Unearthed Arcana, I feel that I now have better options that will help enable me to create a D&D/d20 game that best fits this setting idea. One of the UA options that I'm using is the generic classes.
Now, I'm having a bit of a problem with the Spellcaster class. Basically, the limit on the # of spells known doesn't jive with the amount of magical knowledge that a mage in the setting would have (esp. with some kinds of spellcasters). However, the Spellcaster's ability to cast spells without preparation (or need for a spellbook) is accurate. So, I'm trying to figure out an effective way to implement these changes without really creating an uber-class.
First off, here are some basics on magic/mages in the setting:
- No divine magic--the powers above (& below) do not bestow magical ability to their worshippers/priests. All magic is arcane magic.
- A Mage's ability to use magic is related by a having one particulary strong/developed/advanced mental faculty.
- Mages can learn any type of spell they wish.
- There is no such thing as psionics, per se. Psionics/psychic power is merely another term/label for magic.
- A Mage is not limited in how much he/she knows--Mages have arcane power, and choose/learn how to use/apply that power.
- One has to be born a Mage in order to become a Mage. Basically, you either have the ability, or you don't (sorta like the Force).
- Mages can innately sense magical energies, & the level of magical power present--it does not mean they can instinctively/immediately tell what form the magic has taken or how it has been applied, but just that it's there & how much of it is there.
- Each Mage has his/her own style/interpretation/use of magic. This is reflected in how his/her spells manifest (the color of the arcane energy, the form the magics take, etc.). All spells from a certain Mage will follow this pattern/theme--it's a reflection of the Mage's mind & the Mage himself/herself.
- Mages, especially if properly trained, generally do not need material components for spells; only in a few instances does a Mage need a material object in order for a certain spell to work (esp. when casting an incantation).
- Very few spells actually creater/manipulate elements/elemental energy--for the most part, it's just eldritch power that temporarily takes on the form of an energy or element (if the Mage so desires).
- Those who have been properly trained (at the right time in their lives) in the use of magic are typically more powerful than those who are self-taught.
- Most (if not all) forms of magic/magic spells is basically the use & expansion of certain basic forms of knowledge/ability regarding the use of magic; in essence, a more powerful spell like fireball is basically the advanced use/application of a weaker spell like burning hands.
- Some spells are so powerful/unique/rare that they can only be used by the Mage preparing them ahead of time, performing/casting them in a ceremony, with the right materials available, while at a specific location/time that is rich with magical power.
So, what does all of this mean? Well...
- All Spellcasters are arcane spellcasters (though divine-based class ability feats like Turn Undead can be gained in the spellcaster has the right prerequisite spells);
- A Spellcaster can use Int, Wis, or Cha as the key ability for determining magic/spells (selected at character creation, & it can't be changed);
- You have to start play as a Spellcaster in order to be one (or, you have to select a feat at 1st level that will allow you to multi-class as a Spellcaster later on--sort of like being Force-sensitive in WEG's Star Wars RPG);
- A Spellcaster can learn any spell (from any list), & know as many spells as he/she wishes (with some limits--see below);
- Spellcasters basically have the ability to detect magic at will.
- A Spellcaster must know certain low-level spells in order to ever learn/use a higher-level spell--for example, a mage must know burning hands in order to learn fireball, or must know cure minor wounds before learning cure light wounds.
- Spells are essentially just forms of arcane energy with the general properties/appearance of other forms of material/energy (like fire, stone, ice, etc.).
- A Spellcaster often have the Eschew Materials feat, if trained properly.
- Some spells (like resurrection and wish) only exist as incantations;
- A Spellcaster who begins play as one will be more adept at magic use than a character who becomes a spellcaster later on (i.e., begins with another class & then multi-classes into a spellcaster).
Now, I really need help on balancing out these Spellcasters. I have a few ideas, but I'd really appreciate some info/input/feedback from y'all. Some of the ideas may go against the stuff I have written above, but I could easily change a few things to match this.
Idea 1: Spell Point-Based Casters:
First, I've considered using spell points. A spellcaster wouldn't have any limits on # of spells known. However, it'd be more expensive point-wise to spontaneously cast a spell without any sort of spell components than it would to cast a prepared spell, a spell with components, or any combination thereof.
Thus, a spellcaster could spontaneously cast spells, but he/she would run out of spell points faster this way. However, if the caster spents time preparing a spell & using the spell components (material, verbal, &/or somatic) for the spell, then the spell would cost less.
This option seems doable, but it'd eliminate the value of metamagic feats like silent spell & still spell (however, even if a spellcaster spontaneously casts a spell without using any spell components, he/she still faces ASF while in armor).
Idea 2: Limited Spontaneous Spellcasting:
In this version, a spellcaster has no limits on the # of spells known. However, he/she must spent time preparing the spells ahead of time (though not neceassarily using a spellbook or not--just a set amount of time meditating/preparing the magic).
However, the # of spells known chart for the Spellcaster class is used for another purpose--the # of spells known that the Spellcaster can cast spontaneously, without any preparation (and, sort of like a cleric, a spellcaster can opt to drop a prepared spell in order to cast a spell from this list).
Idea 3: Prestige Class for the Beginning Spellcasters Only:
In this version, a special PrC only available for characters who begin play as spellcasters (& properly trained as such) gain several beneifts, like no limit on # of spells known, the ability to detect magic at will, etc. This will be a 10- to 15-level PrC.
Characters who don't begin play as spellcasters, but who multi-class as spellcasters later on, follow the standard spell limits & restrictions for the Spellcaster class.
Idea 4: Prestige Class for the Later-in-Life Spellcasters:
Combined with Idea 1 or 2, this option forbids any characters who don't begin play as spellcasters from multi-classing as spellcasters (basically, the Spellcaster class is a core class only available to 1st-level starting characters). Instead, the may select a special PrC which grants them limited spellcasting ability (like an adept or bard, from 0-lvl. to 5th- or 6th-lvl. spells only).
In addition to this, I may require these later-in-life spellcasters to specialize in a school/aspect of magic (like evocation, healing, fire, etc.), to reflect their limited magical ability & their need to .
In all of these ideas, I intend to keep a few concepts like spell prerequisites (i.e., knowing burning hands in order to learn fireball), restricting certain spells to be available/usable as incantations only, & the arcane magic label (& the chances for ASF while in armor).
Keep in mind that more often than not, the Spellcaster may be the party's only source of offensive, defensive, & curative magics—there’d be heavy demand on these spellcasters to serve as a traditional D&D cleric for the combat-types of the group. (There could be more than 1 spellcaster in a group, but that would mean more unarmored, weaker combatant-types that may need protection from enemies.)
Well, any ideas/opinions/comments/etc. you have to offer? I’d appreciate any help/insight that you could provide.