RangerWickett
Legend
This is copied over from another thread, for a proposed revision to Pathfinder for multiclass spellcasters. It's a little radical, but I think it keeps the power level at where we want it, fixes the problems of multiclass casters being handicapped, and maintains each class's distinctive feel.
Spellcasting
Magic pervades the world, but many traditions for tapping its power exist. While most adventurers either choose one way of spellcasting or none at all, some mix styles of spellcraft, or dabble in these powers to accent their other talents.
Caster Level
Every class provides you with a caster level bonus, the way it provides a base attack bonus.
Poor (+1 per 2 levels): Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Average (+3 per 4 levels): Bard
Good (+1 per 1 level): Cleric, Druid, Sorcerer, Wizard
Your caster level determines how many spells you can cast per day, and what spell level you have access to. For spells that have effects based on your level, you use this total caster level, not the class level of the class that granted you the spell.
[[Sidebar]]Chart 1 - Spells Per Day Progression
This chart looks like the wizard spells per day chart. (Subject to change after playtesting.)
[[End Sidebar]]
You use spell slots to cast your spells. You only have one pool of spell slots, which you can use to cast any spell you know, regardless of which class it is from.
The save DC for your spells is 10 + spell level + appropriate ability score modifier. If you have levels of more than one spellcasting class, you can choose which class's primary ability score to base your save DCs on.
(Note: We do this to reduce Multiple Ability Dependency (MAD) for multiclass casters. However, I see the potential for abuse, such as with a cleric 1/sorcerer 19, who has an 8 Charisma and gets all the benefit of a high Wisdom. Wisdom is, in my opinion, the strongest mental stat. I'm not sure how to fix this problem yet.)
Spells Known
When you gain a level in a spellcasting class, choose 2 spells from that class's spell list. These spells can be any spell level you have access to, based on your caster level.
Whenever you gain a level, you can choose one spell you know and replace it with another spell that can be of the same level, any lower level, or one level higher. The spell must be from the same class, however.
(We do this so that when you go Wizard 1/Fighter 19 you're not totally different from Fighter 19/Wizard 1. Either way, you can end up with two 5th level spells if that's what you want. However, since you can only step up one level at a time, if you're a devoted spellcaster with caster level 15+, you have to have a wide spread of powers across levels.)
Spellcasting Classes
Each class has special rules that influence how its spellcasting functions.
Cleric:
You gain domain powers based on your cleric class level. Level-based effects of those powers, however, use your total caster level.
Channel Energy - Should this be class level or caster level based?
Spontaneous Casting - A cleric gains bonus spells known based on his class level (cure if he channels positive, inflict if negative). He can cast these spells at will, as with his normal spells known.
1st - cure/inflict light wounds
3rd - cure/inflict moderate wounds
5th - cure/inflict serious wounds
7th - cure/inflict serious wounds
9th - mass cure/inflict light wounds
11th - mass cure/inflict moderate wounds
13th - mass cure/inflict serious wounds
15th - mass cure/inflict critical wounds
Ritual Casting - You can spend ten minutes in prayer to cast any spell from your cleric class list, by spending a spell slot of the appropriate level. If the spell's casting time is longer than ten minutes, use its normal casting time. Each day you can perform a number of ritual spells equal to your prime spellcasting ability score modifier. If you have multiple classes that grant ritual casting, the benefits must be split among your classes, and are not cumulative.
Druid:
Spontaneous Casting - Like cleric, but for summon nature's ally.
Ritual Cleric - As cleric, but for the druid spell list.
Paladin:
Paladins only learn 1 spell per level, not 2. If their caster level is less than 1 (like at 1st level), then can't actually cast any of these spells.
(I suggest we bundle the paladin spell list into the cleric spell list, and just let paladins pick spells as clerics. Otherwise, we have the slight issue of a sorcerer 6/paladin 2 taking holy sword, and being able to have a +5 sword at 8th level. Or I guess we could just revise the holy sword spell. Either way, paladin spellcasting is crap, and could use a boost.)
Ranger:
Like paladins, rangers only learn 1 spell per level, not 2, and can't cast until their caster level is at least 1.
(Likewise, I sorta feel rangers could just use the druid spell list. I don't think it's necessary for either paladins or rangers to get 'ritual casting.')
Sorcerer:
Inner Power: Sorcerers gain extra spell slots based on their class level.
(There'd be a chart showing that at 1st level, sorcerers get 2 bonus 1st level spell slots. At 3rd level they get 2 bonus 2nd level spell slots. At 5th it's 3rd level slots, at 7th it's 4th, etc. Basically this gets them up to the number of spell slots they normally would have.)
Wizard:
In addition to the spells you know and can cast at will, you can acquire new spells in a spell book, which you can use for ritual casting.
Ritual Casting: As per cleric, only for wizard spells, and you have to study your spellbook.
What do you think?
Spellcasting
Magic pervades the world, but many traditions for tapping its power exist. While most adventurers either choose one way of spellcasting or none at all, some mix styles of spellcraft, or dabble in these powers to accent their other talents.
Caster Level
Every class provides you with a caster level bonus, the way it provides a base attack bonus.
Poor (+1 per 2 levels): Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Average (+3 per 4 levels): Bard
Good (+1 per 1 level): Cleric, Druid, Sorcerer, Wizard
Your caster level determines how many spells you can cast per day, and what spell level you have access to. For spells that have effects based on your level, you use this total caster level, not the class level of the class that granted you the spell.
[[Sidebar]]Chart 1 - Spells Per Day Progression
This chart looks like the wizard spells per day chart. (Subject to change after playtesting.)
[[End Sidebar]]
You use spell slots to cast your spells. You only have one pool of spell slots, which you can use to cast any spell you know, regardless of which class it is from.
The save DC for your spells is 10 + spell level + appropriate ability score modifier. If you have levels of more than one spellcasting class, you can choose which class's primary ability score to base your save DCs on.
(Note: We do this to reduce Multiple Ability Dependency (MAD) for multiclass casters. However, I see the potential for abuse, such as with a cleric 1/sorcerer 19, who has an 8 Charisma and gets all the benefit of a high Wisdom. Wisdom is, in my opinion, the strongest mental stat. I'm not sure how to fix this problem yet.)
Spells Known
When you gain a level in a spellcasting class, choose 2 spells from that class's spell list. These spells can be any spell level you have access to, based on your caster level.
Whenever you gain a level, you can choose one spell you know and replace it with another spell that can be of the same level, any lower level, or one level higher. The spell must be from the same class, however.
(We do this so that when you go Wizard 1/Fighter 19 you're not totally different from Fighter 19/Wizard 1. Either way, you can end up with two 5th level spells if that's what you want. However, since you can only step up one level at a time, if you're a devoted spellcaster with caster level 15+, you have to have a wide spread of powers across levels.)
Examples
- Wiz 1/Ftr 19 has caster level 10, and knows 2 spells of up to 5th level.
- Wiz 2/Ftr 18 is smarter, since it has pretty much the same stats, but 2 more spells. If he chose to learn four 5th level spells, all his low-level slots would go to waste, so he'd probably have one at 1st, 3rd, 4th, and 5th, and maybe some metamagic feats to exploit them.
- Wiz 1/Clr 19 has caster level 20, and knows 2 wizard spells and 38 cleric spells.
- Rng 2/Clr 5 has caster level 6. He knows 2 ranger spells (rangers and paladins only learn 1/level) and 10 cleric spells.
Spellcasting Classes
Each class has special rules that influence how its spellcasting functions.
Cleric:
You gain domain powers based on your cleric class level. Level-based effects of those powers, however, use your total caster level.
Channel Energy - Should this be class level or caster level based?
Spontaneous Casting - A cleric gains bonus spells known based on his class level (cure if he channels positive, inflict if negative). He can cast these spells at will, as with his normal spells known.
1st - cure/inflict light wounds
3rd - cure/inflict moderate wounds
5th - cure/inflict serious wounds
7th - cure/inflict serious wounds
9th - mass cure/inflict light wounds
11th - mass cure/inflict moderate wounds
13th - mass cure/inflict serious wounds
15th - mass cure/inflict critical wounds
Ritual Casting - You can spend ten minutes in prayer to cast any spell from your cleric class list, by spending a spell slot of the appropriate level. If the spell's casting time is longer than ten minutes, use its normal casting time. Each day you can perform a number of ritual spells equal to your prime spellcasting ability score modifier. If you have multiple classes that grant ritual casting, the benefits must be split among your classes, and are not cumulative.
Druid:
Spontaneous Casting - Like cleric, but for summon nature's ally.
Ritual Cleric - As cleric, but for the druid spell list.
Paladin:
Paladins only learn 1 spell per level, not 2. If their caster level is less than 1 (like at 1st level), then can't actually cast any of these spells.
(I suggest we bundle the paladin spell list into the cleric spell list, and just let paladins pick spells as clerics. Otherwise, we have the slight issue of a sorcerer 6/paladin 2 taking holy sword, and being able to have a +5 sword at 8th level. Or I guess we could just revise the holy sword spell. Either way, paladin spellcasting is crap, and could use a boost.)
Ranger:
Like paladins, rangers only learn 1 spell per level, not 2, and can't cast until their caster level is at least 1.
(Likewise, I sorta feel rangers could just use the druid spell list. I don't think it's necessary for either paladins or rangers to get 'ritual casting.')
Sorcerer:
Inner Power: Sorcerers gain extra spell slots based on their class level.
(There'd be a chart showing that at 1st level, sorcerers get 2 bonus 1st level spell slots. At 3rd level they get 2 bonus 2nd level spell slots. At 5th it's 3rd level slots, at 7th it's 4th, etc. Basically this gets them up to the number of spell slots they normally would have.)
Wizard:
In addition to the spells you know and can cast at will, you can acquire new spells in a spell book, which you can use for ritual casting.
Ritual Casting: As per cleric, only for wizard spells, and you have to study your spellbook.
What do you think?
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