D&D 5E Mage the General Caster and Spells

Horwath

Legend
I'd say if you're going to go with a singular class, don't bother splitting up the spells. Let the player pick what spells they like to be what kind of caster they like.
this.

make all spells available.

have the spells know mechanics of sorcerer with that amount.

add subclasses that give 2 fixed spells known(maybe with small ability to customize, see: abberant mind and clockwork soul) from spell levels 1-5 and 1 spell known for spell levels 6-9.
have players pick primary ability for spellcasting from int, wis or cha. with saving throws in all 3 mental abilities.

No armor.
simple weapons.
2 skills.
no tools.
 

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le Redoutable

Ich bin El Glouglou :)
I personally would use
Bards =========> Enchantment / Charm
Clerics =======> Abjuration, Necromancy, Divination
Druids ========> Conjuration / Summoning
Elementalists => Invocation/ Evocation, Transmutation ( or Alteration )
Illusionists ==> Illusion/Phantasm


:)

( they would all exist by the means of the Spell Casting Ability, or Energy, which would tamper with five abilities that I have not sorted out,

Warrior - Might <===== Cha
Acrobat - Ossature <== Dex
Yoghi --- Energy <==== Con
Creator - Intuition <= Int
Orator -- Toughness <==Str
Thinker - Empathy <=== Wis

)

:)
 

DND_Reborn

The High Aldwin
make all spells available.
I've thought about this as well.

Typically, if you have a concept in mind, your class selection will allow the spells you want. But since you have the concept in mind, your going to select the same spells for the most part.

So, really, just get rid of class lists. Casters will only be "samey" if players keep selecting the same spells--which should tell us something else. :)
 

Joshy

Explorer
Sorry I have been gone a couple days. I mostly have the list done now they just need a bit of tweaking.'

My idea is that at level one of the mage class you select two spell lists.
You may prepare your spells from the chosen lists and can change them out daily.

I prefer the spells to be of the role the caster wishes to play rather than a predetermined theme such as Arcane or Divine. That way it makes it simpler for the player to refluff all the spells to whatever they want.

I'm editing the original post now with the spell lists I have.
 

I've thought about this as well.

Typically, if you have a concept in mind, your class selection will allow the spells you want. But since you have the concept in mind, your going to select the same spells for the most part.

So, really, just get rid of class lists. Casters will only be "samey" if players keep selecting the same spells--which should tell us something else. :)
The problem is you see the same spells over and over again, regardless of class.

Counterspell, Shield, Wish, Magic Missile, Healing Word, Bless etc...

Not all the time. People will have 'Themes' but I'm sure a little reskinning of spells can easily net you any of those spells, regardless of the Theme.

@Joshy

This is something I've been wanting to do for a while. I will peruse and try to give some constructive feedback
 

Joshy

Explorer
The problem is you see the same spells over and over again, regardless of class.

Counterspell, Shield, Wish, Magic Missile, Healing Word, Bless etc...

Not all the time. People will have 'Themes' but I'm sure a little reskinning of spells can easily net you any of those spells, regardless of the Theme.
That's the first thought to come to mind when I thought of an unrestricted spell list.
 

Joshy

Explorer
I have most of the Mage class written. I just started it because a few people wanted a caster that would replace all the other full casters.
 


Joshy

Explorer
Then is the problem those spells, or all the rest? ;)
I feel that it is a lot like the weapons. All are usable but some are just outright better. I use to see way to many rapiers in my initial games. Medium armor is used way less often compared to the other options, especially after the first few levels. Some skills and tools are chosen way more often then others as well.

I don't see it as much of a problem because I consider them secondary aspects but I do think that there needs to be more balance to the base stats.
 

Then is the problem those spells, or all the rest? ;)
I don’t disagree. Some have combat utility that outshines most others but, If you want to start redesigning spells, that could be a fun project too. I just think that dividing some of those spells up between lists would go a long way to help.
 

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