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Class Features Disguised as Spells
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2521164" data-attributes="member: 9249"><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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, <em>d20 Modern</em>-style Incantations, or feats, to reflect their somewhat poor fit in the spell-slot system.</p><p></p><p>If a spell appears on more than one class' list, I only list it once; I assume these are more or less portable.</p><p></p><p><strong>Cleric:</strong></p><ul> <li data-xf-list-type="ul"><em>Raise Dead</em>/<em>Resurrection</em>/<em>True Resurrection</em></li> <li data-xf-list-type="ul"><em>Atonement</em></li> <li data-xf-list-type="ul"><em>Hallow</em>/<em>Unhallow</em></li> <li data-xf-list-type="ul"><em>Bless Water</em></li> </ul><p></p><p>I think that the <em>Raise Dead</em> spell chain and <em>Atonement</em> should definitely be class abilities that cost XP and have material components, like Summon Familiar. I can see <em>Hallow</em> requiring a feat, but I'm not sure.</p><p></p><p><strong>Druid:</strong> (I've converted Druids to spontaneous casters in my games.)</p><ul> <li data-xf-list-type="ul"><em>Reincarnate</em></li> <li data-xf-list-type="ul"><em>Awaken</em></li> </ul><p></p><p>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 <em>Awaken</em>, which simply doesn't lend itself to frequent use.</p><p></p><p><strong>Sorceror/Wizard:</strong></p><ul> <li data-xf-list-type="ul"><em>Arcane Mark</em></li> <li data-xf-list-type="ul"><em>Identify</em></li> <li data-xf-list-type="ul"><em>Permanency</em></li> <li data-xf-list-type="ul"><em>Contingency</em></li> </ul><p></p><p>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.)</p><p></p><p>The latter two are essentially forms of metamagic-- not as in metamagic feats, but as in magic that modifies the effects of other magic. <em>Permanency</em>, 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.</p><p></p><p><strong>Psion/Wilder:</strong> (These are especially necessary, given that all psychics have limited access to powers.)</p><ul> <li data-xf-list-type="ul"><em>Detect Psionics</em> -- This is even more necessary than for Wizards and Sorcerors.</li> <li data-xf-list-type="ul"><em>Incarnate</em></li> <li data-xf-list-type="ul"><em>Genesis</em></li> <li data-xf-list-type="ul"><em>Psychic Chirurgery</em></li> </ul><p></p><p>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.</p><p></p><p>There are also a couple of spells that should be universal for spellcasters-- and preferably not limited to spell slots:</p><p></p><p><strong>Universal:</strong></p><ul> <li data-xf-list-type="ul"><em>Detect Magic</em></li> <li data-xf-list-type="ul"><em>Read Magic</em></li> <li data-xf-list-type="ul"><em>Dispel Magic</em></li> </ul><p></p><p>I'm thinking that <em>Read Magic</em> should simply be an always-on ability for any prepared spellcaster, and possibly some spontaneous casters as well (particularly Bards). <em>Detect Magic</em> I see functioning more or less like the Shugenja's Sense Elements class feature-- requiring a Spellcraft check and concentration.</p><p></p><p>I have no idea how <em>dispel magic</em> should work-- though the caster level check makes sense and should stay. Would it be unbalanced to allow all spellcasters to <em>dispel magic</em> at will, once per round? </p><p></p><p>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 <em>Urban Arcana</em> 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.)</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2521164, member: 9249"] 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, [i]d20 Modern[/i]-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. [b]Cleric:[/b] [list][*][i]Raise Dead[/i]/[i]Resurrection[/i]/[i]True Resurrection[/i] [*][i]Atonement[/i] [*][i]Hallow[/i]/[i]Unhallow[/i] [*][i]Bless Water[/i][/list] I think that the [i]Raise Dead[/i] spell chain and [i]Atonement[/i] should definitely be class abilities that cost XP and have material components, like Summon Familiar. I can see [i]Hallow[/i] requiring a feat, but I'm not sure. [b]Druid:[/b] (I've converted Druids to spontaneous casters in my games.) [list][*][i]Reincarnate[/i] [*][i]Awaken[/i][/list] 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 [i]Awaken[/i], which simply doesn't lend itself to frequent use. [b]Sorceror/Wizard:[/b] [list][*][i]Arcane Mark[/i] [*][i]Identify[/i] [*][i]Permanency[/i] [*][i]Contingency[/i][/list] 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. [i]Permanency[/i], 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. [b]Psion/Wilder:[/b] (These are especially necessary, given that all psychics have limited access to powers.) [list][*][i]Detect Psionics[/i] -- This is even more necessary than for Wizards and Sorcerors. [*][i]Incarnate[/i] [*][i]Genesis[/i] [*][i]Psychic Chirurgery[/i][/list] 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: [b]Universal:[/b] [list][*][i]Detect Magic[/i] [*][i]Read Magic[/i] [*][i]Dispel Magic[/i][/list] I'm thinking that [i]Read Magic[/i] should simply be an always-on ability for any prepared spellcaster, and possibly some spontaneous casters as well (particularly Bards). [i]Detect Magic[/i] 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 [i]dispel magic[/i] should work-- though the caster level check makes sense and should stay. Would it be unbalanced to allow all spellcasters to [i]dispel magic[/i] 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 [i]Urban Arcana[/i] 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.) [/QUOTE]
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