Ah. So your 4-3-2 could actually cast 9-0-0 in a day if it wanted, then? This isn't something I do - you can't change slot levels like that.
I never found a reason to disallow it. Once you let the PCs pick from the list of spells they know, I couldn't see how it was unbalancing to use a 3rd level slot to cast a 1st level spell. With metamagic, you can almost do it RAW.
First off, almost all Clerics of the same type run off the same list, with a few "deity-specific variants" here and there to spice it up.
One of my realizations was that clerics get a huge advantage if you give them the entire list to choose from, particularly if you bring the spell compendium into the game. To handle that, I also required clerics to pick a list of spells they could cast spontaneously.
I see your point, though I'd counter that allowing players to pick spells (and powers, in games that use such) gives them way more control of the balance knob than you might think...unless, of course, all the spells and powers are reasonably balanced against each other - and that ain't happened yet.
Yeah, that's a huge issue. I mitigated it by letting the PCs pick 2/3rds of their spells. If they focused on the best spells, I'd fill out their book with the "random bits they picked up." If they focused on less powerful spells that fit closely with their character, I'd fill out their book with the spells they needed to be effective. It's not a great generic rules system, but it worked for one game with a hands-on GM.
It's a little off track for this thread, but I've included the rules in the sblock.
[sblock]
Spontaneous Wizards
Wizards
Wizards know a number of spells equal to the spells/day table with their Int bonus added to each level.
Wizards can cast a number of spells equal to the spell/day table, but do not gain an Int bonus to the number of spells they can cast.
Specialists:
Specialists know the same number of spells as wizards.
In addition to the spells that ordinary wizards can cast, specialists may cast 1 extra spell per day out of their school.
Sorcerers
Sorcerers cast spells normally. However, at the level 3, 5, 7, 9, 11, 13, 15 and 17, they gain a “0” on their spells/day chart and a “1” on their spells known chart for the spell level they would normally get at the following level.
Clerics & Druids
Clerics and Druids know a number of spells equal to the spells/day table with their Wis bonus added to each level. Those spells may be chosen from the normal cleric list and the cleric’s domain spells. In addition to the spells learned from the table, Clerics and Druids also know the spells they could normally cast spontaneously (healing for clerics, summon animal for druids).
Clerics and Druids can cast a number of spells equal to the spell/day table, but do not gain a Wis bonus to the number of spells they can cast. In addition to those spells, clerics may cast 1 extra spell per day from the cleric’s domain spells.
As an ad hoc balancing mechanism, domain spells that are not on the cleric spell list may be subject to the restriction of only being cast once per day. Consider all spells presumptively under this restriction, although many of the weaker ones will be released.
Bards
Bards cast spells normally.
Scholarly Bards
Bards may choose to learn more spells at the cost of casting fewer of them. Bards who make this decision may apply their Int bonus to the spells known table instead of their Cha bonus to the spells cast per day.
When the Bard has a 0 on the spells cast per day table, the Bard may cast 1 spell per day provided the Bard’s Int bonus is at least equal to the spell level in question. A Bard may not add his Int bonus to the number of spells known until the spells cast per day table reads at least 1.
Rangers & Paladins
Rangers & Paladins may add their Wisdom bonus to the spells cast per day table to determine the number of spells known. Where the table reads 0, the Ranger/Paladin may cast 1 spell per day of that level if the Ranger/Paladin’s Wisdom bonus is at least equal to the spell level.
Alternatively, Rangers & Paladins may choose the “non-spellcasting” options from the Complete Warrior’s Handbook.
Spell Preparation
Spellcasters from classes who normally prepare spells (clerics, druids, rangers, paladins, wizards and scholarly bards) may use spell preparation to cast spells that they do not “know” but have access to through an appropriate prayer or spell book.
Preparing a spell is done through the normal D&D rules. You can prepare spell one in 15 minutes or as many as you would like in 1 hour. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast.
Preparing a spell has an XP cost equal to Spell Level * Caster Level * 0.5, the same XP required to scribe a scroll.
Spellcasters who wish to prepare spells from strange books must first decipher the spell normally. (Spellcraft check, DC 20 + spell level)
Arcane Preparation (Feat)
Sorcerers may take the Arcane Preparation feat to gain the spell preparation ability.
Extra Slot (Feat) – You can cast an additional spell
You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level spell you can currently cast. (Compete Arcane)
Extra Spell (Feat) – You learn an additional spell
You learn one additional spell, at any level up to one lower than the highest level spell you can currently cast. (Complete Arcane)
Metamagic
Spellcasters may apply any metamagic feats they have to spells by using a high spell slot than would otherwise be required.
It does not take additional time to apply a metamagic feat to a spell. (Spontaneous spellcasters no longer have this penalty.)
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