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3.5 low magic: spellcasting "advanced classes"
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<blockquote data-quote="Bladesong" data-source="post: 4920705" data-attributes="member: 20800"><p>Before I “did my own thing” I toyed with the low magic idea myself. I only took it so far, but here is what I came up with: </p><p></p><p>Spell casters did not have to wait to start and did not have to take other classes to “thin them out”. Virtually all utility type spells became incantations with just a few exceptions. At first level a wizard/sorcerer could use incantations (as long as they had the time and the resources/money) and cantrips to their little hearts’ content. They did not receive 1st level spells until 3rd level and then a new spell level became known every four levels (i.e. 2nd at 7th, 3rd at 11th, 4th at 15th and 5th at 19th. They received a bonus number of spells based on their Intelligence score. I cannot remember the spell progression off the top of my head, but I do remember the number of spells increased a little faster and a little higher than 3.5, but it was not unbalancing since four 1st level spells by 6th level was not all that terrible. I got rid of “fire and forget” and just used spell slots, and there was a limit to how many spells they could know (like the 3.5 sorcerer, though the number may have been slightly different). Familiars became a feat option as the incantations became the class ability.</p><p></p><p>Clerics were similar though it was prayer rituals instead of incantations and at first level they could use orisons as much as they wanted (with minor changes for create water, cure wound, light and mending). Spell progression was the same as for a wizard. Turn/Rebuke undead was converted into divine channeling and expanded for several options including turning undead; other options were generally added as feats. </p><p></p><p>Druids used druidic rites instead of incantations and orisons were called something else that escapes me at the moment but spells otherwise worked like the cleric and magic user.</p><p></p><p>No doubt you have questions concerning unlimited cantrips, orisons and the druid equivalent, and possibly for incantations, prayer rituals and druidic rites, and I will try to answer some now. The wizard being able to use a damaging cantrip every round was popular and posed no threat to the game. The damage they inflicted were on par with their normal weapons anyway (i.e. dagger, crossbow, etc.). They were ranged touch attacks to hit. I also created a feat that they could obtain later that allowed them to add their Intelligence modifier to the damage dealt. The 0 level spells like light, mend and create water and perhaps a few others were made into low level incantations/rituals/rites so they required time and money, and the ones like cure wound and the one that gives a temporary hit point were limited in that you could use them as often as you like, but only once per person in an hour’s time (or something like that).</p><p></p><p>Sorry, I know this was lengthy, but if any of it is useful to you I guess it was worth it.</p><p></p><p>Happy Gaming!</p></blockquote><p></p>
[QUOTE="Bladesong, post: 4920705, member: 20800"] Before I “did my own thing” I toyed with the low magic idea myself. I only took it so far, but here is what I came up with: Spell casters did not have to wait to start and did not have to take other classes to “thin them out”. Virtually all utility type spells became incantations with just a few exceptions. At first level a wizard/sorcerer could use incantations (as long as they had the time and the resources/money) and cantrips to their little hearts’ content. They did not receive 1st level spells until 3rd level and then a new spell level became known every four levels (i.e. 2nd at 7th, 3rd at 11th, 4th at 15th and 5th at 19th. They received a bonus number of spells based on their Intelligence score. I cannot remember the spell progression off the top of my head, but I do remember the number of spells increased a little faster and a little higher than 3.5, but it was not unbalancing since four 1st level spells by 6th level was not all that terrible. I got rid of “fire and forget” and just used spell slots, and there was a limit to how many spells they could know (like the 3.5 sorcerer, though the number may have been slightly different). Familiars became a feat option as the incantations became the class ability. Clerics were similar though it was prayer rituals instead of incantations and at first level they could use orisons as much as they wanted (with minor changes for create water, cure wound, light and mending). Spell progression was the same as for a wizard. Turn/Rebuke undead was converted into divine channeling and expanded for several options including turning undead; other options were generally added as feats. Druids used druidic rites instead of incantations and orisons were called something else that escapes me at the moment but spells otherwise worked like the cleric and magic user. No doubt you have questions concerning unlimited cantrips, orisons and the druid equivalent, and possibly for incantations, prayer rituals and druidic rites, and I will try to answer some now. The wizard being able to use a damaging cantrip every round was popular and posed no threat to the game. The damage they inflicted were on par with their normal weapons anyway (i.e. dagger, crossbow, etc.). They were ranged touch attacks to hit. I also created a feat that they could obtain later that allowed them to add their Intelligence modifier to the damage dealt. The 0 level spells like light, mend and create water and perhaps a few others were made into low level incantations/rituals/rites so they required time and money, and the ones like cure wound and the one that gives a temporary hit point were limited in that you could use them as often as you like, but only once per person in an hour’s time (or something like that). Sorry, I know this was lengthy, but if any of it is useful to you I guess it was worth it. Happy Gaming! [/QUOTE]
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