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Class Features Disguised as Spells

Viktyr Gehrig

First Post
This is something Nifft has pointed out to me on several occasions-- some spellcasting classes have spells that are, more or less, distinct class features. They're abilities that members of that class, once they've reached a certain level, are expected to have.

While this isn't so bad for prepared casters (especially the Cleric with their access to their whole spell list), it's somewhat unfair to spontaneous casters, as many of these abilities cost XP and only need to be used rarely-- which makes them hard to justify when you have limited spell selection.

Others are in use nearly constantly, or are particularly generic; some of these shouldn't be limited by spell slots. Some of them should simply be always accessible-- what kind of priest can't offer you atonement, even if he's been healing the sick all day? What kind of psychic can't feel the presence of psionic energy?

I've gone through the spell lists in the SRD and made a list of such must-have spells, and a longer list of candidates that might be expanded. I'm thinking that these spells need either to be converted to class features for their respective classes, d20 Modern-style Incantations, or feats, to reflect their somewhat poor fit in the spell-slot system.

If a spell appears on more than one class' list, I only list it once; I assume these are more or less portable.

Cleric:
  • Raise Dead/Resurrection/True Resurrection
  • Atonement
  • Hallow/Unhallow
  • Bless Water

I think that the Raise Dead spell chain and Atonement should definitely be class abilities that cost XP and have material components, like Summon Familiar. I can see Hallow requiring a feat, but I'm not sure.

Druid: (I've converted Druids to spontaneous casters in my games.)
  • Reincarnate
  • Awaken

I don't think either of these is essential to the Druid, so I can see either being a feat. On the other hand, as long as they're limited to a certain level and require XP, I can see no reason to require a Druid to allocate Spells Known or feat selections to them-- especially Awaken, which simply doesn't lend itself to frequent use.

Sorceror/Wizard:
  • Arcane Mark
  • Identify
  • Permanency
  • Contingency

The former two are simply so universal that they should be automatic class abilities for the Wizard and Sorceror-- and Identify could belong to all spellcasters. (It should still have the material component.)

The latter two are essentially forms of metamagic-- not as in metamagic feats, but as in magic that modifies the effects of other magic. Permanency, especially, should be an automatic ability-- and its XP cost keeps it from being abused too much. Since it only works on selected spells, its utility to Sorcerors is sorely limited.

Psion/Wilder: (These are especially necessary, given that all psychics have limited access to powers.)
  • Detect Psionics -- This is even more necessary than for Wizards and Sorcerors.
  • Incarnate
  • Genesis
  • Psychic Chirurgery

The last two are discipline-specific powers; not every Psion should be capable of these, but at the same time, as rarely as they're used, they shouldn't take up a precious Known Power slot.

There are also a couple of spells that should be universal for spellcasters-- and preferably not limited to spell slots:

Universal:
  • Detect Magic
  • Read Magic
  • Dispel Magic

I'm thinking that Read Magic should simply be an always-on ability for any prepared spellcaster, and possibly some spontaneous casters as well (particularly Bards). Detect Magic I see functioning more or less like the Shugenja's Sense Elements class feature-- requiring a Spellcraft check and concentration.

I have no idea how dispel magic should work-- though the caster level check makes sense and should stay. Would it be unbalanced to allow all spellcasters to dispel magic at will, once per round?

I'm away from home for a couple days and don't have access to my books-- when I get home, I'm going to go through Urban Arcana and see how the Incantation rules might be applied here. In the meantime, does anyone have any suggestions on how to implement this? (Nifft, I am particularly looking at you.)
 

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Korimyr the Rat said:
This is something Nifft has pointed out to me on several occasions-- some spellcasting classes have spells that are, more or less, distinct class features. They're abilities that members of that class, once they've reached a certain level, are expected to have.

I agree and it is one of the many things I dislike about the DnD magic system. Another thing I hate is spells that replicate skill use (the Ranger is a good example with spells like detect snares, detect animals and snare (all of which should be a normal use of the Survival skill), and things like longstrider and pass without trace could easily be feats or class skills

I'm thinking that these spells need either to be converted to class features for their respective classes, d20 Modern-style Incantations, or feats, to reflect their somewhat poor fit in the spell-slot system.

I think introducing a system of incantations/rituals would be a wonderful way to differentiate divine casters in particular, especially when you consider things like Hallow and Atonement which already have long casting times (Hallow is 24 hours isn't it?) thats ridiculous when something like Ressurection only takes 10 minutes.

Anyway I think that a lot of the high level cleric spells need to be turned into rituals that take much longer to cast but don't use a spell slot. Lower level spells might work with the current system or might also use an incantation (prayer) system.
The same can probably be said about Druid spells too - like Awaken etc


Sorceror/Wizard:
  • Arcane Mark
  • Identify
  • Permanency
  • Contingency

I agree these really do deservce to be class abilities I'd make Permanancy and Contgency metamagic feats


Universal:
  • Detect Magic
  • Read Magic
  • Dispel Magic

I'm thinking that Read Magic should simply be an always-on ability for any prepared spellcaster, and possibly some spontaneous casters as well (particularly Bards). Detect Magic I see functioning more or less like the Shugenja's Sense Elements class feature-- requiring a Spellcraft check and concentration.

I have no idea how dispel magic should work-- though the caster level check makes sense and should stay. Would it be unbalanced to allow all spellcasters to dispel magic at will, once per round?

I'd make Dispel magic a class skill for Wizards and Scorcs and maybe Clerics, and allow others to access it as a metamagic feat. Dispel already requires a Caster level check and that can stay. It might even be possible to create a feat that causes auto-dispel for the ultimate anti-mage

My own gripe
That being said I'd also go and remove anything that mimics skill use (like the aforementioned snare and detect traps spells, detect secret doors, discern lies (change to feat + sense motive check), know direction, Knock, find the path (change to a special use of track feat), mending, Ventriloquism (make it a feat))

I'm thinking many of the endure element type spells and those related to poison could be made feats or class abilities (and of course improving the Heal skill could free the cleric from having to stock up on cure spells)

anyway thats what I'd do
 

Both very interesting posts.

Personally, I like the idea of turning all class abilities into skill use and feats, in fact - except most magic and psionics, maybe. Anyway..

I think Dispel Magic as skill use, or as a feat (or whatever else), would need some sort of cap on it, per day or similar.

I also completely agree with the appropriateness of incantation-style rituals for certain spells, and with the inappropriateness of skill-replacing spells. However, I think spells that *assist* skill checks are fine (e.g., Jump). Perhaps Discern Lies, for example, could add (a fair whack of) a bonus to Sense Motive checks, for the duration?

Also, Permanency should certainly be a metamagic feat. I'll have to look into others, too.


Great ideas! :)
 


Alratan said:
I think that like Contingencies, permenancy should be a item creation feat.
Fair enough. I'd forgotten about the Craft Contingent Spell ICF in Complete Arcane, to be honest. Valid opinion there. I'm not sure which I would prefer, though.
 


Dr. Awkward said:
Permancy and Contingency are feats in Arcana Evolved. You might want to check out their implementation.
Huh. :\ Well I'll be doing that, for sure. I actually own that book, but haven't used it yet or even fully read it (obviously).
 

Other spells that are sort-of class features, and are ripe for implementation as Rituals or uses of Divine Energy slots or something:

(Cleric and Druid and Bard)
- Cure spells
- Lesser Restoration
- Break Enchantment <-- note: for Bards, this is a class feature, called Song of Freedom
- Dispel Magic & Greater
- Scrying (!!!) -- this should be available for ALL spellcasters. Costly focus that's hard to lug around should be its limiting factor.

(Cleric and Druid)
- Heal
- Hallow (and with the "fix"ed spell, also sort-of Metamagic)
- Atonement
- Cure Disease
- Remove Blindness / Deafness
- Remove Curse

(Druid)
- Reincarnate
- Awaken
- Spellstaff (again, a type of Metamagic -- like Occular Spell from Lords of Madness)

(Cleric)
- Planar Ally family of spells

-- N, just more spells, still thinking of mechanics
 

Nifft said:
- Cure spells

This one, I disagree with-- the cure spells fit well within the spell slot system and need to be cast often enough to make them justifiable spell selections for spontaneous casters. (At the very least, cure light wounds.)

Nifft said:
- Scrying (!!!) -- this should be available for ALL spellcasters. Costly focus that's hard to lug around should be its limiting factor.

What about bringing back the Scrying skill from 3.0? Just have some kind of spellcasting prerequisite for it, like Craft (alchemy)-- not that I require it for Alchemy...

Nifft said:
- Planar Ally family of spells

Aren't these essentially summon spells? Those function well in the spell slot system, and probably need the limit.
 

Korimyr the Rat said:
This one, I disagree with-- the cure spells fit well within the spell slot system and need to be cast often enough to make them justifiable spell selections for spontaneous casters. (At the very least, cure light wounds.)

The question I'd ask here is: would it make the game better if some casters did NOT take this spell? Is it worth making the LACK of this spell a game option?



Korimyr the Rat said:
What about bringing back the Scrying skill from 3.0? Just have some kind of spellcasting prerequisite for it, like Craft (alchemy)-- not that I require it for Alchemy...

Hmm, I don't like it -- I'd rather have a class ability to Scry, some spells to block Scrying, and then a Feat which allows you to break the block-spells with a caster level check or something. So everyone can do the basic thing, some people can do the advanced thing (block it), and others who are really focused can sometimes trump that.



Korimyr the Rat said:
Aren't these essentially summon spells? Those function well in the spell slot system, and probably need the limit.

Not really -- the Sor/Wiz Binding spells and Clr Planar Ally spells are really limited Leadership replacements. You trade some gold for a buddy who stickes around for multiple combats. There's even more utility for a Sor/Wiz who can get more creative...

-- N
 

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