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<blockquote data-quote="Cadence" data-source="post: 8307197" data-attributes="member: 6701124"><p>Which is why I'm hoping grouping things together isn't bad! My post a few up was asking about collapsing all of group 1 below. Group 2 might go similarly... and I'm not married to any of the concepts below yet and can imagine a particular world missing some of them. Also, in case it makes a difference in thinking about what's there or missing, this is for a like e6/p6 campaign were spells go up to 3rd level and teleportation is very nerfed.</p><p></p><p></p><p>1) Full casters who choose from a range of spells each day by studying (incantation). All of these casters have access to pretty much all the spells... eventually.</p><p></p><p>1a) The wizard who may have has no special background before wizarding, and even if so eschews it and is trained in a magical tradition (even if only trained by a mentor, or is simply being a generalist). This is the class that studies the "science of magic". That gives them additional special abilities related to their tradition. Spells related to their school are learned earlier than for other casters or gotten automatically.</p><p></p><p>1b) The witch who had their incanting sparked through a pact with a supernatural being. This allows them to study and learn spells, in partnership with their familiar, and grants them hexes based on the patron. The learning of spells can range from supernatural revelation to studiousness. Spells related to their patron or are on-theme are learned earlier than for other casters or gotten automatically.</p><p></p><p>1c) The sorcerer (?) who has their spark through their bloodline. This allows them to study and learn spells, but they gain powers through their bloodline instead of school and gain auto-access to some based on the bloodline. The learning of spells can range from innate precociousness to studiousness. Spells related to their bloodline are learned earlier than for other casters or gotten automatically.</p><p></p><p>1d) The bard whose spells are presented in song. They study and memorize the songs and gain spells that naturally go with sound earlier than other casters would. They also have special abilities that come through their singing.</p><p></p><p></p><p>2) Full casters with a very limited range of spells, but able to do them more often.</p><p></p><p>2a) The warlock (?) who is able to cast spells due to a pact with a supernatural being. They are granted specific spells (chosen in character creation and as the player levels) through their pact or familiar, and grants them hexes based on the patron (at a higher power level than the witch who is focused on a wider range of spells?). Spells related to their patron (so most of them they would take) are gained earlier than for other casters.</p><p></p><p>2b) The scion (?) who is able to cast spells due to their supernatural heritage. They are able to cast specific spells (chosen in character creation and as the player levels) due to their mystic heritage and also gain other powers (at a higher power level than the sorcerer who is also focused on a wider range of spells?). Spells related to their bloodline (so most of them they would take) are gained earlier than for other casters. Most creatures that innately cast magic without studying do it through a similar mechanic.</p><p></p><p></p><p>3) Casters who gain powers by connection with the planes.</p><p></p><p>3a) The clerics who are channels for the divine beyond the realms of the world. They pray for spells each day from a list that isn't as broad as (1) but are much broader than (2). They are able to channel planar energy (positive, negative, undeath, abberration; earth, air, fire, water; lightning, thunder, corrosion, ice). They get spells based on the plane and their deities portfolio (domain) earlier than other casters.</p><p></p><p>3b) The shamans who communicate with, call on, and cajole, command, or bargain with the spirit realm adjacent to our own. The spirits carry out the magical (spell) effects, and in some cases send manifestations.</p><p></p><p>3c) The druids have an innate sense of this world Their magics manipulate what is already here (so pyrotechnics insteead of fireball; call lightning instead of lightning bolt) and transmutations and calling of animals and communicating with them. Transforming into animal shapes and animal companions would be options.</p></blockquote><p></p>
[QUOTE="Cadence, post: 8307197, member: 6701124"] Which is why I'm hoping grouping things together isn't bad! My post a few up was asking about collapsing all of group 1 below. Group 2 might go similarly... and I'm not married to any of the concepts below yet and can imagine a particular world missing some of them. Also, in case it makes a difference in thinking about what's there or missing, this is for a like e6/p6 campaign were spells go up to 3rd level and teleportation is very nerfed. 1) Full casters who choose from a range of spells each day by studying (incantation). All of these casters have access to pretty much all the spells... eventually. 1a) The wizard who may have has no special background before wizarding, and even if so eschews it and is trained in a magical tradition (even if only trained by a mentor, or is simply being a generalist). This is the class that studies the "science of magic". That gives them additional special abilities related to their tradition. Spells related to their school are learned earlier than for other casters or gotten automatically. 1b) The witch who had their incanting sparked through a pact with a supernatural being. This allows them to study and learn spells, in partnership with their familiar, and grants them hexes based on the patron. The learning of spells can range from supernatural revelation to studiousness. Spells related to their patron or are on-theme are learned earlier than for other casters or gotten automatically. 1c) The sorcerer (?) who has their spark through their bloodline. This allows them to study and learn spells, but they gain powers through their bloodline instead of school and gain auto-access to some based on the bloodline. The learning of spells can range from innate precociousness to studiousness. Spells related to their bloodline are learned earlier than for other casters or gotten automatically. 1d) The bard whose spells are presented in song. They study and memorize the songs and gain spells that naturally go with sound earlier than other casters would. They also have special abilities that come through their singing. 2) Full casters with a very limited range of spells, but able to do them more often. 2a) The warlock (?) who is able to cast spells due to a pact with a supernatural being. They are granted specific spells (chosen in character creation and as the player levels) through their pact or familiar, and grants them hexes based on the patron (at a higher power level than the witch who is focused on a wider range of spells?). Spells related to their patron (so most of them they would take) are gained earlier than for other casters. 2b) The scion (?) who is able to cast spells due to their supernatural heritage. They are able to cast specific spells (chosen in character creation and as the player levels) due to their mystic heritage and also gain other powers (at a higher power level than the sorcerer who is also focused on a wider range of spells?). Spells related to their bloodline (so most of them they would take) are gained earlier than for other casters. Most creatures that innately cast magic without studying do it through a similar mechanic. 3) Casters who gain powers by connection with the planes. 3a) The clerics who are channels for the divine beyond the realms of the world. They pray for spells each day from a list that isn't as broad as (1) but are much broader than (2). They are able to channel planar energy (positive, negative, undeath, abberration; earth, air, fire, water; lightning, thunder, corrosion, ice). They get spells based on the plane and their deities portfolio (domain) earlier than other casters. 3b) The shamans who communicate with, call on, and cajole, command, or bargain with the spirit realm adjacent to our own. The spirits carry out the magical (spell) effects, and in some cases send manifestations. 3c) The druids have an innate sense of this world Their magics manipulate what is already here (so pyrotechnics insteead of fireball; call lightning instead of lightning bolt) and transmutations and calling of animals and communicating with them. Transforming into animal shapes and animal companions would be options. [/QUOTE]
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