Trailblazer Teasers (collected)

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Wulf Ratbane

Adventurer
I'm going to present this a little differently this time. Rather than intersperse commentary throughout, I'll present it as is, then field the questions I anticipate. The Unified Spell Progression is new and different, but by looking at the wizard and sorcerer together, the mechanic will be more readily apparent. (If you have questions about specific multiclass combos and their spell allotments, I will be happy to present as many examples as you like.)

The overall design goal was to de-emphasize the importance of the Spells Per Day table of each class, and to differentiate the spellcasting classes primarily by class features-- as is the case with the melee classes.


Unified Spell Progression
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 rest. In practice—and particularly in the case of the Mystic Theurge prestige class—this 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.

In Trailblazer, 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), and +1/level (cleric, druid, sorcerer, wizard), as shown on the table at right. The Base Magic Bonus from each class adds together, just as the Base Attack Bonus combines for melee characters.

The character’s total Base Magic Bonus determines his caster level, the highest level spell he may cast from a given class spell list, his spell slots per rest, and the number of spells he may ready each day.

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.

Ready Spells and Spell Slots
When a spellcaster prepares spells, he chooses (from his entire class list of spells) a subset of spells that he will have access to for spellcasting.
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.

Example: Johannes is a 1st level druid. He gains access to all spells on the druid spell list. At 1st level, his Base Magic Bonus is +1. Consulting the table, he notes that he receives three 0-level spell slots and one 1st level spell slot. Due to his high Wisdom, he receives an extra 1st level Ready spell and spell slot.

Johannes readies detect magic, know direction, and resistance as his 0-level spells; he readies entangle and shillelagh as his 1st level spells.
Until Johannes rests again, he can cast three 0-level spells, chosen from any of the three he has he readied, and two 1st level spells, chosen from the two he readied, in any combination.

In the course of reaching the dungeon itself, he’s called upon to cast know direction twice, and he casts resistance once as well, using up the last of his three 0-level spell slots. A patrol of goblins catches the party just outside the dungeon, and Johannes casts entangle. He saves his last 1st level spell slot for later, but he’ll be able to cast either entangle or shillelagh as the situation warrants.​

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, has access to a metamagic feat, and 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 rest 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 minimum 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. Druids and rangers both gain access to all druid spells at 1st level. 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.
A character with a +1 or higher ability score modifier gains both bonus spell slots and bonus ready spells over and above the number listed on the table below. Multiclass spellcasters use 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.

Maximum Spell Level
Spellcasters are limited to the maximum spell level they may cast in three ways:

1) by their total caster level;
2) by minimum ability score, as listed above;
3) by base magic bonus in the chosen class.

The highest level spell a character may cast from any class spell list is equal to his base magic bonus from that class.

Example: A Cleric 2 / Fighter 9 has a total caster level of 5th (+2 base magic bonus from 2 levels of cleric and +3 from 9 levels of fighter). A 5th level character is ordinarily able to cast 3rd level spells; however, because the base magic bonus derived from his cleric levels is only +2, he is limited to 2nd level cleric spells. Taking a single level of cleric at his next opportunity would increase him to Cleric 3 / Fighter 9, with a total base magic bonus of +6, and access to 3rd level cleric spells due to his +3 base magic bonus from his cleric levels.​

Converting Prestige Classes
If you want to use prestige classes in your game, you will need to convert them to this system.

Classes Without Spellcasting Ability
Increase their base magic bonus by +1 per 3 levels (as fighter or rogue).

Classes With Supernatural Abilities Only
At the DMs discretion, classes (like the monk) with many supernatural abilities may increase their base magic bonus by +1 per 2 levels, but they do not otherwise gain access to any spell lists.

Classes With Unique Spell Lists
The caster gains access to all of the spells available to that class. Advance the base magic bonus by +1 as soon the class gains access to 1st level spells (including any “0” entry on the spell slot table). The class should advance by an additional +2 base magic bonus each time the class gains access to a new spell level. Ideally, you will divide this +2 bonus into two +1 increases, spaced out as evenly as possible.

Classes With “+1 level of existing class”
These are the simplest to convert: grant the class +1 base magic bonus each time this entry appears on their list of class features.

Code:
Base Spell Slots/Spells Readied Per Day
BMB*	0th	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
* The highest level spell a character may cast from any class spell list is equal to his base magic bonus from that class.
** A character must be a spellcaster in order to cast spells.

WIZARD
Alignment: Any.
Hit Die: d6.

Class Skills
The wizard’s class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points Per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells: At 1st level, the wizard gains access to all arcane spells. To ready or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. He receives bonus spell slots and ready spells per rest if he has a high Intelligence score.

Wizards are versatile spellcasters. They do not have as many spell slots per rest as the sorcerer, but he may ready many more spells. This allows the wizard much greater utility and flexibility to prepare for the unexpected.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars for details.

Bonus Feat: At 1st level, a wizard gains a bonus feat from the list of Wizard bonus feats. At 5th, 10th, 15th, and 20th level, a wizard gains an additional bonus feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Bonus Ready Spell: At 1st level, the wizard may ready one additional 1st level wizard spell in addition to those normally gained through his Base Magic Bonus. At every level thereafter, the wizard continues to gain bonus readied wizard spells, as shown on the table.

A multiclass wizard cannot use these bonus ready spells to ready spells from other class lists.

Read Magic: The 0-level read magic spell is always considered ready for a wizard.

Spellbooks: A wizard must study his spellbook each day to ready his spells. He cannot ready wizard spells if for any reason he is denied access to his spellbook (with the exception of read magic, as above). A multiclass wizard may ready spells as normal for his other classes, but if he loses his spellbook, he loses access to bonus ready spells gained from his wizard levels.

School Specialization
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from his chosen school, but he is then prohibited from learning, readying, or casting spells from some other schools.

A specialist wizard can ready one additional spell of his specialty school per spell level each day, over and above all his other ready spells, and he gains an additional spell slot which he may only use to cast that spell. He gains a +2 bonus on any Spellcraft checks pertaining to the spells of his chosen school.

snip

Code:
Level	BAB	BMB	Class Features
1	+0	+1	Bonus feat, bonus readied spell (1st), read magic,
 			spellbooks, summon familiar
2	+1	+2	Bonus readied spell (1st)
3	+1	+3	Bonus readied spell (2nd)
4	+2	+4	Bonus readied spell (2nd)
5	+2	+5	Bonus feat, bonus readied spell (3rd)
6	+3	+6	Bonus readied spell (3rd)
7	+3	+7	Bonus readied spell (4th)
8	+4	+8	Bonus readied spell (4th)
9	+4	+9	Bonus readied spell (5th)
10	+5	+10	Bonus feat, bonus readied spell (5th)
11	+5	+11	Bonus readied spell (1st, 6th)
12	+6	+12	Bonus readied spell (1st, 6th)
13	+6	+13	Bonus readied spell (2nd, 7th)
14	+7	+14	Bonus readied spell (2nd, 7th)
15	+7	+15	Bonus feat, bonus readied spell (3rd, 8th)
16	+8	+16	Bonus readied spell (3rd, 8th)
17	+8	+17	Bonus readied spell (4th, 9th)
18	+9	+18	Bonus readied spell (4th, 9th)
19	+9	+19	Bonus readied spell (5th)
20	+10	+20	Bonus feat, bonus readied spell (5th)

SORCERER
Alignment: Any.
Hit Die: d6.

Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (arcana) (Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points Per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells: 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.

At 1st level, a sorcerer gains access to all the spells on the wizard spell list. To learn or cast an arcane spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. He receives bonus spell slots and ready spells per rest if he has a high Charisma score.

A sorcerer’s selection of spells is limited. He does not ready as many spells per rest as the wizard; however he gains many more spell slots per rest. The sorcerer may only use his bonus spell slots to cast spells from the wizard/sorcerer spell list.

Note: When a sorcerer casts a spell affected by a metamagic feat, his casting time is not increased.

Familiar: A sorcerer can obtain a familiar.

snip

Code:
Level	BAB	BMB	Class Features
1	+0	+1	Bonus spell slot (0th, 1st), summon familiar
2	+1	+2	Bonus spell slot (1st)
3	+1	+3	Bonus spell slot (1st)
4	+2	+4	Bonus spell slot (0th, 2nd)
5	+2	+5	Bonus spell slot (2nd)
6	+3	+6	Bonus spell slot (2nd, 3rd)
7	+3	+7	Bonus spell slot (3rd)
8	+4	+8	Bonus spell slot (3rd, 4th)
9	+4	+9	Bonus spell slot (4th)
10	+5	+10	Bonus spell slot (4th, 5th)
11	+5	+11	Bonus spell slot (5th)
12	+6	+12	Bonus spell slot (5th, 6th)
13	+6	+13	Bonus spell slot (6th)
14	+7	+14	Bonus spell slot (6th, 7th)
15	+7	+15	Bonus spell slot (7th)
16	+8	+16	Bonus spell slot (7th, 8th)
17	+8	+17	Bonus spell slot (8th)
18	+9	+18	Bonus spell slot (8th, 9th)
19	+9	+19	Bonus spell slot (9th)
20	+10	+20	Bonus spell slot (9th)
 
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joela

First Post
example

(If you have questions about specific multiclass combos and their spell allotments, I will be happy to present as many examples as you like.)


There's a lot to absorb here though your explanation is (mostly) sound. Could you give an example of a multi-classed wizard/sorcerer around 7th level each, with maximum bonuses due to stats? I'm getting confused about their spell slots allocation in the system.

I'll provide a full review when I get back tonight. Thanks!
 

Wulf Ratbane

Adventurer
Why is it more ideal to use Pathfinder+Trailblazer rather than simply 3.5+Trailblazer? Apart from Pathfinder being an ongoing ruleset whereas 3.5 is not...

Well, that's a good enough reason in itself.

But Trailblazer PCs and Pathfinder PCs both enjoy a power boost (especially at low levels) so Pathfinder adventures will be a better challenge out of the gate. (Although most old Necromancer modules should fit the bill.)

I've (mostly) left the 3.5 spell list alone-- mostly due to a strong desire not to do "exception based" fixes; Pathfinder has some good "exception based" fixes so you might want to use their spell list. (The Arcana Evolved Spell Treasury is another good choice.)

Etc. with lots of other exception-based fixes-- magic items, rebalancing some monsters, etc.

I'll do some multiclass examples this afternoon.
 

joela

First Post
slight confusion here

The highest level spell a character may cast from any class spell list is equal to his base magic bonus from that class.

Example: A Cleric 2 / Fighter 9 has a total caster level of 5th (+2 base magic bonus from 2 levels of cleric and +3 from 9 levels of fighter). A 5th level character is ordinarily able to cast 3rd level spells; however, because the base magic bonus derived from his cleric levels is only +2, he is limited to 2nd level cleric spells. Taking a single level of cleric at his next opportunity would increase him to Cleric 3 / Fighter 9, with a total base magic bonus of +6, and access to 3rd level cleric spells due to his +3 base magic bonus from his cleric levels.​

So if the PC is a multi-classed spellcaster (let's say, 3rd level cleric, 10th level wizard), the maximum spell level she can cast is 2nd level cleric spells and 5th level wizard spells? What if she was a 2nd level sorcerer and 10th level wizard? Since both use the same spell list, I assume the wizard's level would be used for determining effectiveness.
 
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Wulf Ratbane

Adventurer
So if the PC is a multi-classed spellcaster (let's say, 3rd level cleric, 10th level wizard), the maximum spell level she can cast is 2nd level cleric spells and 5th level wizard spells? What if she was a 2nd level sorcerer and 10th level wizard? Since both use the same spell list, I assume the wizard's level would be used for determining effectiveness.

A full BMB class (cleric, druid, sorcerer, wizard) gets +1 BMB per class level. Thus, such a multiclass character will always be able to cast at least as high as his class level-- all other factors (attribute and overall caster level) permitting.

Clr 3 / Wiz 10 would be limited (by BMB) to 3rd level cleric and "10th" level wizard. His total caster level is 13th (10+3) so he'll be able to cast 7th level spells by caster level-- thus 3rd level cleric spells, 7th level wizard spells.

He's a 13th level, full-caster character-- he still has access to his top level of spells.

What he won't get is the class features that a pure class would get. He won't get the extra bonus ready spells that the 11th, 12th, and 13th level wizard levels would have given him-- that's a lot of bonus ready spells.

A 13th level caster gets one 7th level spell slot-- that's one ready spell, and one slot. He gets two 6th level ready spells and spell slots. (Let's assume he doesn't have a 22 INT for any bonus slots right now.)

The multiclass wizard doesn't get those two bonus ready 6th level spells nor does he get the one bonus 7th level spell granted as a class feature to the wizard. So he'll ready two sixth level spells-- let's say disintegrate and flesh to stone; and one 7th level spell-- let's say delayed blast fireball. (He's also not getting two more ready 1st level spells and one ready 2nd level spell... also granted at 11th, 12th, and 13th level to a pure wizard.)

By contrast the "pure" 13th level wizard will ready disintegrate and flesh to stone AND two more 6th level spells-- say, greater dispel and true seeing. He'll ready delayed blast fireball AND limited wish.

The wizard's "role" is versatility, and watering down a pure wizard with other classes is going to impede that versatility at the highest (ie, most important) level of spells he can cast.

This trade-off will be even more clear when I preview the cleric tomorrow.
 
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Wulf Ratbane

Adventurer
CLERIC
Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Hit Die: d8.

Class Skills
The cleric’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana/history/religion/the planes) (Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Disguise (Cha) and Stealth (Dex) to the list.

Skill Points Per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). In addition, a cleric gains the appropriate Martial Weapon Proficiency feat for his deity’s favored weapon (if necessary).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Cleric Domains: A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

The cleric gains the granted power from each domain. His chosen domains also grant him access to all the spells listed for each domain, in addition to the normal cleric spell list.

At 11th level, the cleric gains a third domain chosen from his deity’s domains (or according to his spiritual inclinations, if he has no specific deity). He gains access to all the spells of his 3rd domain in addition to a 3rd granted power.

Spells: A cleric casts divine spells from the cleric spell list. At 1st level, the cleric gains access to all of the spells on the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs.

To ready or cast a cleric spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. He receives bonus spell slots and ready spells per rest if he has a high Wisdom score.

Domain Spell: At 1st level, the cleric gets one bonus ready spell per rest. This bonus ready spell must be one of his 1st level domain spells. As the cleric advances in level, he gains additional bonus ready spells from his other domains. A cleric does not receive bonus spell slots to cast these additional ready spells; he merely has more flexibility in his selection of ready spells.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) does not have to choose to ready his cure spells. His cure spells of the listed level are always considered ready for the cleric. (A cure spell is any spell with “cure” in its name, including the mass cure spells of higher levels).

An evil cleric (or a neutral cleric of an evil deity), gains a similar (but inverse) ability with respect to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil gains either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy or unholy) symbol.

snip

Code:
Level	BAB	BMB	Class Features
1	+0	+1	Aura, cleric domains, domain spell (1st), 
			spontaneous casting (1st), turn or rebuke undead
2	+1	+2	Domain spell (1st)
3	+2	+3	Domain spell (2nd), spontaneous casting (2nd)
4	+3	+4	Domain spell (2nd)
5	+3	+5	Domain spell (3rd), spontaneous casting (3rd)
6	+4	+6	Domain spell (3rd)
7	+5	+7	Domain spell (4th), spontaneous casting (4th)
8	+6	+8	Domain spell (4th)
9	+6	+9	Domain spell (5th), spontaneous casting (5th)
10	+7	+10	Domain spell (5th)
11	+8	+11	Domain spell (1st, 6th), spontaneous casting (6th), 
			third domain
12	+9	+12	Domain spell (1st, 6th)
13	+9	+13	Domain spell (2nd, 7th), spontaneous casting (7th)
14	+10	+14	Domain spell (2nd, 7th)
15	+11	+15	Domain spell (3rd, 8th), spontaneous casting (8th)
16	+12	+16	Domain spell (3rd, 8th)
17	+12	+17	Domain spell (4th, 9th)
18	+13	+18	Domain spell (4th, 9th)
19	+14	+19	Domain Spell (5th)
20	+15	+20	Domain Spell (5th)
 

Wulf Ratbane

Adventurer
Code:
Base Spell Slots/Spells Readied Per Day
BMB	0	1st	2nd	3rd	4th	
+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

Here are a few sample 7th level characters. For all of these characters, we’ll assume they have an 18 ability score. Their +4 modifier will grant them bonus spell slots and bonus readied spells through 4th level spells.

Wizard 7
The base spell allotment (spells readied and spells known) for a +7 base magic bonus is 4/4/3/2/1.

Ability modifier increases this to 4/5/4/3/2.

The wizard gains bonus readied spells as a function of his class features:
Code:
Spell slots:	4	5	4	3	2
Spells readied:	4	7	6	5	3

Sorcerer 7
The base spell allotment (spells readied and spells known) for a +7 base magic bonus is 4/4/3/2/1.

Ability modifier increases this to 4/5/4/3/2.

The sorcerer gains bonus spell slots as a function of his class features:
Code:
Spell slots:	6	8	7	5	2
Spells readied:	4	5	4	3	2

[sblock]Notice that the sorcerer now gains access to his top level of spells at the same rate as the wizard (instead of one level behind). However, note that he does not yet start earning bonus spell slots for that level. This is more apparent at high levels: without the ability modifier increases to spell slots and readied spells, the sorcerer's first exposure to his highest level of spells will be 1 ready spell, and 1 slot to cast it.[/sblock]

Cleric 7
The base spell allotment (spells readied and spells known) for a +7 base magic bonus is 4/4/3/2/1.

Ability modifier increases this to 4/5/4/3/2.

The cleric gains bonus ready domain spells as a function of his class features:
Code:
Spell slots:	4	5	4	3	2
Spells readied:	4	5(+2)	4(+2)	3(+2)	2(+1)

The numbers in parentheses represent his readied domain spells.

He also gains bonus ready cure spells at every spell level he can cast, 0th through 4th level spells.

Wizard 4 / Fighter 3
This multiclass character has a total base magic bonus of +5 (+4 for wizard, +1 for fighter). The base spell allotment (spells readied and spells known) for a +5 base magic bonus is 4/3/2/1.

Ability modifier increases this to 4/4/3/2.

The wizard/fighter gains bonus readied spells as a function of his class features:
Code:
Spell slots:	4	4	3	2
Spells readied:	4	6	5	2

He does not have enough wizard class levels to have earned any bonus ready spells for his 3rd level spells.

Cleric 4 / Fighter 3
This multiclass character has a total base magic bonus of +5 (+4 for cleric, +1 for fighter). The base spell allotment (spells readied and spells known) for a +5 base magic bonus is 4/3/2/1.

Ability modifier increases this to 4/4/3/2.

The cleric/fighter gains bonus readied spells as a function of his class features:
Code:
Spell slots:	4	4	3	2
Spells readied:	4	4(+2)	3(+2)	2

The number in parentheses represents his readied domain spells.

He gains bonus ready cure spells at 0, 1st, and 2nd level spells, but he does not have enough cleric class levels to gain bonus ready domain spells or cure spells for his 3rd level spell slots.

Wizard 4 / Cleric 3
This multiclass character has a total base magic bonus of +7 (+4 for wizard, +3 for cleric).

The base spell allotment (spells readied and spells known) for a +7 base magic bonus is 4/4/3/2/1.

Ability modifier increases this to 4/5/4/3/2.

The character gains bonus readied spells as a function of his class features:
Code:
Spell slots:	4	5	4	3	2
Spells readied:	4	7(+2)	6(+1)	3	2

This character gets some bonus ready wizard spells as a function of his wizard levels; two bonus ready wizard spells at 1st and 2nd level. He cannot use those bonus ready spells to prepare cleric spells. He also gains some bonus ready domain spells (shown in parentheses) as a function of his cleric levels. He also gains bonus ready cure spells at 0, 1st, and 2nd level.

Most importantly, he is limited to 3rd level cleric spells (because his BMB derived from cleric levels is only +3).


Notice that, similar to the multiclassing rules of 3.5, multiclass spellcasters are "broad on the bottom, narrow on top." We've preserved this same basic principle of broad versatility with lower level spells, without doubling the number of lower level spell slots and without losing the highest (most important) level of spells.

The last example has a total of 10 ready 1st level spells-- 5 spells from either his wizard or cleric spell lists; plus 2 bonus ready wizard spells; plus 2 bonus ready domain spells; plus cure light wounds. He can choose from any of those spells-- but he only has 5 spell slots to cast them.
 
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