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<blockquote data-quote="jgsugden" data-source="post: 9211634" data-attributes="member: 2629"><p>If you're willing to have unbalanced games this is fine - and I mean it seriously. Drop all the spell slots and just run with it. The spellcasters will be more powerful - and you'll lose some distinctions between classes - but it can be done and be fun. Remember that in AD&D we had high level spellcasters running around with six 9th level spells - and the martial classes like fighters were much weaker than in current editions with essentially no tricks up their sleeve - and we ran great games that are fond memories decades later.</p><p></p><p>If you wanted a more balanced spellcaster that can cast their spells an unlimited number of times, I'd create a wizard subclass. Here is one off the top of my head that I'd test for balance. </p><p></p><p>The Specialist Wizard</p><p></p><p>Level 2 Abilities: </p><p></p><p><strong>Spell Specialization: </strong>When you prepare spells from your spellbook you divide the number of spells you can prepare by three (rounded up). You lose all spell slots, but when you cast a spell you cast it as if you used a spell slot of the highest level you would normally have, and you do not need spell slots to cast these prepared wizard spells. If you wish to prepare multiple spells of the same level, they must be of a level lower than your proficiency bonus. For example, a normal 2nd level wizard with a 16 intelligence could prepare 5 spells, but if a specialist wizard they could prepare only 2 and they must both be first level spells. They'd be cast as if using first level slots.</p><p></p><p>A 4th level wizard with a 16 intelligence could prepare 3 spells, but only one could be second level. They would be cast as if using 2nd level slots.</p><p></p><p>A 5th level wizard with a 16 intelligence could prepare 3 spells, but one could be thrid level, and the remainder could be first or second level.</p><p></p><p>A 20th level wizard with a 20 intelligence would be able to prepare 9 spells, with only one each of 9th, 8th, 7th, and 6th level spells. The remainder would need to be 5th level or below. They would all be cast as if using a 9th level slot. They would also have spells prepared available as specified in Spell Mastery and Signature Spells.</p><p></p><p>If you multiclass you ignore your wizard levels when determine the number of spell slots you receive to cast spells of the non-wizard class (minimum 1st level in the other class).</p><p></p><p><strong>Scroll Savant: </strong>When you cast a spell using a spell scroll you roll an Arcana check at disadvantage with a DC equal to 10 plus the level of the spell. If you succeed, the spell scroll is not consumed in the casting. A roll of 1 automatically consumes the scroll.</p><p></p><p>Level 6 Abilities: </p><p></p><p><strong>Arcane Adjustment: </strong>You may change your prepared wizard spells when you complete a short rest.</p><p></p><p><strong>Arcana Assembly: </strong>When you select two spells to add to your spell book when you level you may select a spell from any spell list if the spell is of a level equal to or less than your proficiency bonus. For example, at 6th character level you have a +3 proficiency bonus. Accordingly, you can select spells of level 3rd or below when you add spells to your spellbook. These spells count as wizard spells when you cast them.</p><p></p><p><strong>Bonus Cantrip: </strong>You learn one cantrip from any spell list. You gain another at 10th and 14th level. </p><p></p><p>Level 10 Abilities: </p><p></p><p><strong>Greater Specialization: </strong>When you prepare wizard spells after a long rest and continue to prepare a spell that has been prepared since your last long rest, you may designate one of the following metamagic abilities from the sorcerer class that can be freely applied to the spell whenever it is cast: Careful spell, Distant Spell, Empowered Spell, Extended Spell, Subtle Spell, or Transmuted Spell.</p><p></p><p>You also gain the bonus cantrip described above.</p><p></p><p>Level 14 Abilities:</p><p></p><p><strong>Early Spell Mastery: </strong>You gain the benefits of the Spell Mastery ability now, and again at level 18. This increases the number of spells you have prepared. When selecting Spell Mastery spells at 14th and 18th level, the spells may be from any spell list.</p><p></p><p>You also gain the bonus cantrip described above.</p><p></p><p>Level 20 Note:</p><p></p><p><strong>Signature Spells: </strong>The ability works mostly as written - two 3rd level spells are always prepared for you and you get to cast them each once per short rest at 3rd level. However, these spells may be from any spell list.</p><p></p><p>A 20th level 20 intelligence wizard would typically have unlimited access to the following spells cast as if using a 9th level slot: 1 each of 9th, 8th, 7th and 6th level spells; and 5 more spells of 1st through 5th level. In addition, they'd get the following cast as if using a slot of the base level of the spell: 2 1st level spells; 2 2nd level spells; 2 3rd level signature spells.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9211634, member: 2629"] If you're willing to have unbalanced games this is fine - and I mean it seriously. Drop all the spell slots and just run with it. The spellcasters will be more powerful - and you'll lose some distinctions between classes - but it can be done and be fun. Remember that in AD&D we had high level spellcasters running around with six 9th level spells - and the martial classes like fighters were much weaker than in current editions with essentially no tricks up their sleeve - and we ran great games that are fond memories decades later. If you wanted a more balanced spellcaster that can cast their spells an unlimited number of times, I'd create a wizard subclass. Here is one off the top of my head that I'd test for balance. The Specialist Wizard Level 2 Abilities: [B]Spell Specialization: [/B]When you prepare spells from your spellbook you divide the number of spells you can prepare by three (rounded up). You lose all spell slots, but when you cast a spell you cast it as if you used a spell slot of the highest level you would normally have, and you do not need spell slots to cast these prepared wizard spells. If you wish to prepare multiple spells of the same level, they must be of a level lower than your proficiency bonus. For example, a normal 2nd level wizard with a 16 intelligence could prepare 5 spells, but if a specialist wizard they could prepare only 2 and they must both be first level spells. They'd be cast as if using first level slots. A 4th level wizard with a 16 intelligence could prepare 3 spells, but only one could be second level. They would be cast as if using 2nd level slots. A 5th level wizard with a 16 intelligence could prepare 3 spells, but one could be thrid level, and the remainder could be first or second level. A 20th level wizard with a 20 intelligence would be able to prepare 9 spells, with only one each of 9th, 8th, 7th, and 6th level spells. The remainder would need to be 5th level or below. They would all be cast as if using a 9th level slot. They would also have spells prepared available as specified in Spell Mastery and Signature Spells. If you multiclass you ignore your wizard levels when determine the number of spell slots you receive to cast spells of the non-wizard class (minimum 1st level in the other class). [B]Scroll Savant: [/B]When you cast a spell using a spell scroll you roll an Arcana check at disadvantage with a DC equal to 10 plus the level of the spell. If you succeed, the spell scroll is not consumed in the casting. A roll of 1 automatically consumes the scroll. Level 6 Abilities: [B]Arcane Adjustment: [/B]You may change your prepared wizard spells when you complete a short rest. [B]Arcana Assembly: [/B]When you select two spells to add to your spell book when you level you may select a spell from any spell list if the spell is of a level equal to or less than your proficiency bonus. For example, at 6th character level you have a +3 proficiency bonus. Accordingly, you can select spells of level 3rd or below when you add spells to your spellbook. These spells count as wizard spells when you cast them. [B]Bonus Cantrip: [/B]You learn one cantrip from any spell list. You gain another at 10th and 14th level. Level 10 Abilities: [B]Greater Specialization: [/B]When you prepare wizard spells after a long rest and continue to prepare a spell that has been prepared since your last long rest, you may designate one of the following metamagic abilities from the sorcerer class that can be freely applied to the spell whenever it is cast: Careful spell, Distant Spell, Empowered Spell, Extended Spell, Subtle Spell, or Transmuted Spell. You also gain the bonus cantrip described above. Level 14 Abilities: [B]Early Spell Mastery: [/B]You gain the benefits of the Spell Mastery ability now, and again at level 18. This increases the number of spells you have prepared. When selecting Spell Mastery spells at 14th and 18th level, the spells may be from any spell list. You also gain the bonus cantrip described above. Level 20 Note: [B]Signature Spells: [/B]The ability works mostly as written - two 3rd level spells are always prepared for you and you get to cast them each once per short rest at 3rd level. [B] [/B]However, these spells may be from any spell list. A 20th level 20 intelligence wizard would typically have unlimited access to the following spells cast as if using a 9th level slot: 1 each of 9th, 8th, 7th and 6th level spells; and 5 more spells of 1st through 5th level. In addition, they'd get the following cast as if using a slot of the base level of the spell: 2 1st level spells; 2 2nd level spells; 2 3rd level signature spells. [/QUOTE]
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