Arcane spellcasters (and spell lists) for a low-magic world

Here's what I've come up with, borrowing some of your ideas here. To compensate for the restrictions on spells, I added a few class skills, more weapons, and an ability called Quick Spell, which gives some very minor sorcerer-like flexibility while at the same time giving more emphasis to the wizard's reliance on the spellbook.

Alternative Wizard
[Note: This class is intended to replace both the standard wizard and the sorcerer.]

Abilities: Intelligence determines the level of the most advanced spells a wizard can cast, how many bonus spells she can cast, and the DC to resist her spells.

Alignment: Any.

Hit Die: d4.

Class Skills:
The wizard’s class skills (and the key ability for each skill) are Concentration (Wis), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Scry (Int), Sense Motive (Wis), Speak Language, and Spellcraft (Int). See Chapter 4: Skills for skill descriptions.

Skill points at 1st level: (2 + Int modifier) x 4.
Skill points at each additional level: 2 + Int modifier.

Weapon and Armor Proficiency:
Wizards are proficient with all simple weapons. Wizards are not proficient with armor.

Saves: High will.

BAB: As standard wizard.

Spells: As standard wizard, except as follows: Wizards do not know the Read Magic spell by heart. Wizards can read magic only as well as is reflected by their Spellcraft skill. At first level, the spellbook contains all cantrips and two first-level spells. However, these spells were not written into the spellbook by the wizard herself. (The spellbook should be understood to have been found, stolen, inherited, or received as a gift or inheritance.) The wizard does not know any of the spells in the spellbook until she succeeds at a Spellcraft check (DC 20 + the spell’s level). No new spells are acquired automatically upon reaching new levels. All spells must be learned from another mage (usually a mentor), or else through the discovery and deciphering of arcane writings.

School Specialization: All wizards must chose a specialty school of magic. Whatever the choice, the Evocation school is prohibited. The specialization need not be chosen at level one, but until it is chosen, no benefits are received, including Quick Spell.

Special:
Level 1: Summon familiar. Scribe Scroll
Level 2: Quick spell: one chosen cantrip from chosen school
Level 4: Quick spell: all cantrips
Level 5: Bonus feat
Level 7: Quick spell: one first-level spell from chosen school
Level 8: Quick spell: all first-level spells from chosen school
Level 10: Bonus feat
Level 11: Quick spell: one second-level spell
Level 13: Quick spell: all second-level spells from chosen school
Level 14: Quick spell: one third-level spell from chosen school
Level 15: Bonus feat
Level 16: Quick spell: all third-level spells from chosen school
Level 17: Quick spell: one fourth-level spell from chosen school
Level 19: Quick spell: all fourth-level spells from chosen school
Level 20: Bonus feat

Quick Spell and the Preferred School
Similar to the cleric’s ability to spontaneously cast healing spells, this feature enables a wizard quickly to swap a prepared spell for a favorite spell that he knows very well. Although spellcasting in this manner is quick, it is not spontaneous. The wizard must actually refer to his spellbook in the act of casting the spell. While quick spells are prepared more quickly than other spells, the actual act of casting is actually slower. Casting from a spellbook is a full-round action. However, if the wizard has truly mastered a spell (per the Spellmastery feat), and the spell can be cast as a quick spell, then the spellbook is not necessary and the casting is only a standard action.
 

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candidus_cogitens said:
Any comments on my alternative mage? Pretty please??


I like the spellbook casting trick. Adds a nice element to the game, but a wizard would need to carry or at least own a LOT of extra spellbooks.
 

What about using modified Bard as a basis for low magic spellcaster?

Some suggestions:
-Make Conjurations a bigger deal, like necessity to use True Names, no Summon Monster, etc.

-More spells are rituals, things like Polymorph, Mind Enchantments and Curses( which require posessions of victim`s items or body parts)

-You may make no distinction between Divine and Arcane Magic and reduce Healing Spells( they take longer to cast and heal subdual damage).

-Low Magic may go well with Grim and Gritty combat rules.
 

I like the class a lot and think it has great flavor. However, I am not really seeing how it is more "low-magic." It is quite possible, and likely, that we are thinking different things when we see "low-magic" in that I infer a lessening of power. This class, to me at least, looks more powerful.

Could you please outline the changes that make it low magic because I am thinking I just didn't see it. Thanks
 

Here are my suggestions for keeping things relatively simple but low-magic.

1. Move all spells up one spell level. 0-level spells become 1st-level, 1st-levels become 2nd, 3rd-levels become 4th, and so on, which eliminates 9th-level spells completely. Ignore this adjustment for rangers and paladins, since their magic is already weak and low-level in general. Casters that otherwise would have 0-level spell slots lose them, as all 0-level spells instead become 1st-level and use up 1st-level slots.

2. Cut effective caster level in half for all spellcasters, rounded down, to a minimum of caster level 1. Bards don't gain a caster level until they gain 1st-level spells. This diminishes the overall power of spells (i.e. magic missile, fireball, and so on grow in power more slowly, and the range/duration of spells also grows more slowly).

3. Eliminate Read Magic and handle spellbooks, wizard spell acquisition, and so on as you described already above. Probably also eliminate Greater Dispelling, Antimagic Zone, Feeblemind, and Polymorph spells, as well as some of the magical transportation spells, and some of the life-restoring or death spells (leave in maybe Ressurection, Reincarnate, Circle Of Death, Circle Of Doom, and Finger Of Death perhaps, generally those that would be bumped up to 8th or 9th level from the suggestion above). Also eliminate some of the particularly flashy or particularly mundane/routine spells (i.e. Mending, Make Whole, Create Water, Create Food And Drink, Unseen Servant, Prestidigitation, Arcane Mark, Delayed Blast Fireball, and so on). But don't elminate them all; remember that the above spell level bump and caster level reduction will already weaken many of these spells (like Fireball, Magic Missile, etc.) to less than half their previous power, and the world should have at least a few flashy spells to frighten townsfolk with. ;D

4. Eliminate metamagic and item creation feats, as forgotten/undiscovered/secret knowledge, except possibly Scribe Scroll and Brew Potion. For those two feats, make the Level prerequisites 5th and 8th, respectively, and make the experience cost 1/10th instead of 1/25th, and double the market price for mechanical purposes. However, make all magic items almost impossible to sell (or find for sale). Wizards may choose any feat they qualify for as their bonus feats, instead of their normal restrictions, and likewise gain a bonus feat of their choice (which they must qualify for) instead of Scribe Scroll at 1st-level.

5. Increase the skill points per level by 2 for rangers and paladins, and by 4 instead for bards, and by 6 instead for clerics and druids, and by 8 instead for sorcerers and wizards. This compensates for their decreased caster level and the fact that their spells essentially take up higher level slots than normal.

6. Give all classes Craft and Profession as class skills. Also give sorcerers all Charisma-based skills as class skills (except animal empathy in v3.0), as well as Decipher Script and all Knowledge skills. Also give wizards Decipher Script, Diplomacy, Bluff, Intimidate, Sense Motive, and Heal as class skills. Magic should be rare and frightening to common folk, so mages should be able to scare or manipulate folks more easily.

7. (Potential Restriction) Require characters to state, after gaining a level, whether or not they intend to gain/advance a level in a magical class next, and they must state the specific class. They may not change that decision (unless they lose a level, then they can probably choose a different path). Require 10% or 20% more experience points to gain a new level in any class that has spellcasting, spell-like abilities, or supernatural abilities, even if no such abilities or spells would be gained at that particular level. These extra experience points are automatically lost upon gaining that level. This makes it just a little slower to progress as a magical character, but doesn't really give more EXP to spend on scrolls and potions. This does not count towards the normal amount of EXP required to gain levels.

8. (Potential Restriction) Classes with spellcasting, spell-like abilities, or supernatural abilities are NEVER considered a favored class for multiclassing purposes. Members of a race that would have such a class as their favored class instead choose, individually, at 1st-level what their favored class will be, and it cannot be of the type mentioned above. Humans and half-elves do not have to designate their favored class, as before, but are still restricted in that they cannot have a magical favored class.

9. (Potential Restriction) Characters may never advance in level greater than their Intelligence score as a Wizard. They may never advance in level greater than their Wisdom score as a Cleric, Druid, Monk, Paladin, or Ranger (individually). They may never advance in level greater than their Charisma score as a Bard or Sorcerer (individually).

That's all I can think of right now....
 

AeroDm said:
I like the class a lot and think it has great flavor. However, I am not really seeing how it is more "low-magic." It is quite possible, and likely, that we are thinking different things when we see "low-magic" in that I infer a lessening of power. This class, to me at least, looks more powerful.

Could you please outline the changes that make it low magic because I am thinking I just didn't see it. Thanks

You're quite right that this may not be truly "low-magic"--at least not without other changes in the setting such as restricted availability of magic items (which I think is the most important change to be made). My objective was NOT to weaken the class. Rather, I wanted to alter the flavor in such a way that magic seems less easily acquired.

The changes I made were these:
1. No automatic acquisition of new spells upon reaching a new level. All spells have to be found. That way, spells are less to be taken for granted. The player feels like he has to do something to acquire new spells, such as seeking out wizardly contacts, exploring dungeons where spellbooks or scrolls might be found, killing other wizards, or simply stealing their spellbooks. Upon finding a new spell, the spell must be LEARNED through the use of the spellcraft skill. This is more of a hassle at low levels than later on, but it should still help to reinforce the necessity of actually having to work to acquire skills. At first level, the wizard will have two chances (against a DC 21) to learn a first level spell. If he fails, he will be casting cantrips only until he succeeds at that check.

2. Evocation spells are eliminated, along with certain other spells, as suggested by S'mon (see post above). Wizards have a school specialization in exchange for forsaking Evocation spells. School specialization becomes all the more valuable because of the new emphasis on Spellcraft.

3. A new ability is added (Quick Spell), partly to compensate for the above limitations, and partly to put an emphasis on the necessity of the spellbook and the process of spell preparation so that the spellbook does not become something taken for granted in the roleplaying.

4. Certain other minor perks are added to compensate for the restrictions of #1 and #2. Namely, a broader array of class skills and more weapons.

As I've said before, I want the wizard to still be a viable, balanced class. Furthermore, I believe that changes to base classes should be as subtle as possible, so as not to upset balance and other game mechanics.
 

IMO, removing the evocations isn't the key.

While I may agree that fireballing left, right and center is not quite appropriate, the same will be said for what ever Combat spell that takes its place.

A greater emphasis on rare spell components:

Instead of Material Component bat guano (0 gp),
you want Material Component A jar of alchemist fire, baked at high noon on midsummer's day, and a lump of charcoal from the eternal burning forest on the Elemental Plane of Fire.

You might be able to purchase this stuff too at price, from certain unsavory underworld connections... But can you be sure it isn't just a lump of ordinary coal? You have to try to cast the spell to find out!

Making spell components rarer and harder for those spells you disagree with will make the players appreciate other spells more.

Ban certain schools as illegal, making the spells available but at great risk for those known to use them or just trade in them. (Necromancy is banned IMC).

Many movement (fly, expeditious retreat) and skill-replacing feats (invisibility) should be toned down (perhaps even raised a level or two). Even the cures and removes. Poison, Disease, Blindness, even Death, quite serious things in our world, merely require a wave of a hand in DnD. CoC has the utterly horrific Dark Resurrection. Believe me you won't see many PC's lining up for that one at the temple of the Black Goat.

A lot comes down to the essence of the story telling of the DM. But you have to make it clear to the players that yours is a campiagn of little magic.
 

candidus_cogitens said:
As I've said before, I want the wizard to still be a viable, balanced class. Furthermore, I believe that changes to base classes should be as subtle as possible, so as not to upset balance and other game mechanics.

I like my Black Wizard class:
http://hyboria.xoth.net/prestige-classes/black_wizard_npc.htm

It's based on the Black Wizard in the old 1e Lankhmar sourcebook. I probably did make it a bit weak though, hence the sitemaster describing it as an 'NPC class', and may fit Nehwon better than Hyborea. It could be boosted by eg d6 hp/level, 4 skill points/level, more weapon proficiencies and a better skills list.
 

green slime said:
IMO, removing the evocations isn't the key.

While I may agree that fireballing left, right and center is not quite appropriate, the same will be said for what ever Combat spell that takes its place.

I disagree - the big difference is between 'personal' combat spells like magic missile & Melf's Acid Arrow, and the 'WW2 Artillery' spells of which Fireball is the paradigmatic example. These artilery spells are almost unique to D&D, probably incorporated due to EGG & co's wargaming background. You simply don't see pre-D&D fantasy literature with fireballs & cloud kills. Lightning bolts, yes, but again as a _personal spell_ - wizard throws lightning bolts at Gray Mouser, he deflects with copper wire - not as an area-effect attack. In sword & sorcery literature, if you want to kill an army you summon a horde of demons from the Outer Dark, or you lead a dragonflight to incinerate them, you don't just Fly above them Fireballing merrily.
 

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