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[3.5] WotC theory on multi-class spellcasters
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<blockquote data-quote="Remathilis" data-source="post: 967009" data-attributes="member: 7635"><p>Here's my problem...</p><p></p><p>A 10/10 pure caster combo is limited to 5th level spells. Period. </p><p></p><p>With the current DC, Metamagic, and other misc rules (archmage high arcana) spell LEVEL is more important than caster level. The great balance factor mentioned for the theurge is that he is 2 spell levels below a pure claster, a current m/c is 4 levels below a pure caster, this means is part</p><p></p><p>Max DC: 15 + Ability mod</p><p>Highest level spell quickened: 1st. </p><p></p><p>Spell Diffs: </p><p>Mass CLW vs. Mass Heal</p><p>Cone of Cold vs. Horrid Wilting</p><p>Summon Monster V vs. Gate</p><p>Teleport vs. Plane Shift</p><p>Animate Dead vs. Create Greater Undead</p><p>Etc. </p><p></p><p>It doesn't matter if he casts them as a 1st level caster or a 20th, these are sup-par choices for a wizard or cleric, and usually means your party won't have the spells needed to overcome situations for high level foes (A 10/10 wiz/cler is stopped cold by a Prismatic Wall, a 20th caster can take it down with ease.</p><p></p><p>What we need is a way to allow multi-casters options to higher spell slots without giving them the boat-load of lower level slots in the meantime. (AKA, similiar spells per day progression to a single class, more spell choices due to Multi-classing.) </p><p></p><p>Synergy levels between arcane and divine classes would also help. Maybe add half your spellcasting levels from one arcane class to another (10/10 wiz/sor would cast as a 15/15), and the same with divine (10/10 pal/clr casts as 10/15).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 967009, member: 7635"] Here's my problem... A 10/10 pure caster combo is limited to 5th level spells. Period. With the current DC, Metamagic, and other misc rules (archmage high arcana) spell LEVEL is more important than caster level. The great balance factor mentioned for the theurge is that he is 2 spell levels below a pure claster, a current m/c is 4 levels below a pure caster, this means is part Max DC: 15 + Ability mod Highest level spell quickened: 1st. Spell Diffs: Mass CLW vs. Mass Heal Cone of Cold vs. Horrid Wilting Summon Monster V vs. Gate Teleport vs. Plane Shift Animate Dead vs. Create Greater Undead Etc. It doesn't matter if he casts them as a 1st level caster or a 20th, these are sup-par choices for a wizard or cleric, and usually means your party won't have the spells needed to overcome situations for high level foes (A 10/10 wiz/cler is stopped cold by a Prismatic Wall, a 20th caster can take it down with ease. What we need is a way to allow multi-casters options to higher spell slots without giving them the boat-load of lower level slots in the meantime. (AKA, similiar spells per day progression to a single class, more spell choices due to Multi-classing.) Synergy levels between arcane and divine classes would also help. Maybe add half your spellcasting levels from one arcane class to another (10/10 wiz/sor would cast as a 15/15), and the same with divine (10/10 pal/clr casts as 10/15). [/QUOTE]
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[3.5] WotC theory on multi-class spellcasters
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